Artificer Class

Makers of Arcane Wonders

With Additional Subclass: Mechanist

Unearthed Arcana: Artificer Revised

Masters of unlocking magic in everyday objects, artificers are supreme inventors. They see magic as a complex system waiting to be decoded and controlled. Artificers use tools to channel arcane power, crafting temporary and permanent magical objects. To cast a spell, an artificer could use alchemist’s supplies to create a potent elixir, calligrapher’s supplies to inscribe a sigil of power on an ally’s armor, or tinker’s tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents.

Arcane Science

In the world of Eberron, arcane magic has been harnessed as a form of science and deployed throughout society. Artificers reflect this development. Their knowledge of magical devices, and their ability to infuse mundane items with magical energy, allows the grand magical projects of Eberron to continue running. During the Last War, artificers were marshaled on a massive scale. Many lives were saved because of the inventions of brave artificers, but also countless lives were lost because of the mass destruction that artificers’ creations unleashed.

Seekers of New Lore

Nothing excites an artificer quite like uncovering a new metal or discovering a source of elemental energy. In artificer circles, new inventions and strange discoveries create the most excitement. Artificers who wish to make a mark must find something fresh, rather than uncover someone else’s work. This drive for novelty pushes artificers to become adventurers. Eberron’s main travel routes and populated regions have long since been explored. Thus, artificers take to the edge of civilization in hopes of making the next great discovery in arcane research.


Creating an Artificer

When creating an artificer character, think about your character’s background and drive for adventure. Does the character have a rival? What is the character’s relationship with the artisan or artificer who taught the basics of the craft? Talk to your DM about the role played by artificers in the campaign, and what sort of organizations and NPCs you might have ties to.

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.

Artficers in Other Worlds

Eberron is the world most associated with artificers, yet the class can be found throughout the multiverse. In the Forgotten Realms, for example, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often members of this class. The strange technologies in the Barrier Peaks of the World of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships and other wondrous devices operational. In the City of Sigil, artificers share discoveries from throughout the cosmos, and one in particular—the gnome inventor named Vi—runs a multiverse-spanning business from there. In the world- city Ravnica, the Izzet League trains numerous artificers, the destructiveness of whom is unparalleled in other worlds, except by the tinker gnomes of Krynn.

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, heavy crossbows
  • Tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice

  • Saving Throws: Intelligence, Constitution
  • Skills: Choose three 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
  • a light crossbow and 20 bolts
  • (a) scale mail or (b) studded leather armor
  • thieve's tools and a dungeoneer's pack
Optional Rule: Firearm Proficiency

The creation and operation of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master’s Guide (p. 267) and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.

The Artificer
Level Proficiency Bonus Features Infusions Known Infused Items Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Magicical Tinkering, Spellcasting 2 2
2nd +2 Infuse Item 3 2 2 2
3rd +2 Artificer Specialist, Tool Expertise 3 2 2 3
4th +2 Ability Score Improvement 4 2 2 3
5th +3 Arcane Armament 4 2 2 4 2
6th +3 Artificer Specialist feature 4 3 2 4 2
7th +3 5 3 2 4 3
8th +3 Ability Score Improvement 5 3 2 4 3
9th +4 - 5 3 2 4 3 2
10th +4 The Right Cantrip for the Job 5 3 3 4 3 2
11th +4 6 4 3 4 3 3
12th +4 Ability Score Improvement 6 4 3 4 3 3
13th +5 6 4 3 4 3 3 1
14th +5 Artificer Specialist feature 6 4 4 4 3 3 1
15th +5 - 7 4 4 4 3 3 2
16th +5 Ability Score Improvement 7 5 4 4 3 3 2
17th +6 - 7 5 4 4 3 3 3 1
18th +6 Spell-Storing Item 7 5 4 4 3 3 3 1
19th +6 Ability Score Improvement 8 5 4 4 3 3 3 2
20th +6 Soul of Artifice 8 5 4 4 3 3 3 2

Magical Tinkering

At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must have thieves’ tools, tinker’s tools, or other 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 give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the 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

You have studied the workings of magic, how to channel it through objects, and how to awaken it within them. As a result, you have gained a limited 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 through various items.

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. 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

At 1st level, you know two cantrips of your choice from the artificer spell list below. 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 in 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.

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 to perform the spell effect. 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 mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special. The same principle applies when you prepare your spells. As an artificer, you don’t study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you’ll use to produce your effects. If you replace cure wounds with shocking grasp, you might be breaking down the device you used to heal and creating an offensive item in its place—perhaps a gauntlet that lets you channel a surge of energy.

Artificer Spell List

Here’s the list of spells you consult when you learn an artificer spell. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell’s name.

Cantrips (0 Level)
  • acid
  • splash
  • dancing
  • lights
  • fire bolt
  • guidance
  • light
  • mage hand
  • mending
  • message
  • poison spray
  • prestidigitation
  • ray of frost
  • resistance
  • shocking grasp
  • spare the dying
  • thorn whip
1st Level
  • Alarm (ritual)
  • Arcane weapon (new spell)
  • Cure Wounds
  • Detect magic (ritual)
  • Disguise Self
  • Expeditious Retreat
  • False Life
  • Grease
  • Identify (ritual)
  • Jump
  • Longstrider
  • Sanctuary
  • Shield of Faith
2nd Level
  • Aid
  • Alter Self
  • Arcane Lock
  • Blur
  • Continual Flame
  • Darkvision
  • Enhance Ability
  • Enlarge/Reduce
  • Heat metal
  • Invisibility
  • Lesser Restoration
  • Levitate
  • Magic mouth (ritual)
  • Magic Weapon
  • Protection from Poison
  • Rope Trick
  • See Invisibility
  • Spider Climb

3rd Level
  • Blink
  • Dispel magic
  • Elemental weapon
  • Fly
  • Gaseous Form
  • Glyph of Warding
  • Haste
  • Protection from Energy
  • Revivify
  • Water Breathing (ritual)
  • Water Walk (ritual)
4th Level
  • Arcane Eye
  • Fabricate
  • Freedom of Movement
  • Leomund's Secret Chest
  • Mordenkainen's Faithful Hound
  • Mordenkainen's Private Sanctum
  • Otiluke's Resilient Sphere
  • Stone Shape
  • Stoneskin
5th Level
  • Animate objects
  • Bigby's hand
  • Creation
  • Greater restoration
  • Wall of stone

New Spell

The artificer spell list contains a new spell: arcane weapon.

Arcane Weapon

1st-level transmutation


  • Casting Time: 1 bonus action
  • Range: self
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You channel arcane energy into one simple or martial weapon you’re holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration.

As a bonus action, you can change the damage type, choosing from the options above.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours.

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 two 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 and Item

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, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in the Dungeon Master’s Guide, page 136).

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

Artificer Infusions

Artificers have invented numerous magical infusions that rapidly create magic items. To the untrained, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.

The description of each infusion tells you the type of item that can receive it. The description also tells you if the resulting magic item requires attunement

Some infusions specify a minimum artificer level. You can’t learn such an infusion until you are at least that level. Unless an infusion’s description says otherwise, you can’t learn the infusion more than once.

Boots of the Winding Path


  • Prerequisite: 4th-level artificer
  • Item: A pair of boots (requires attunement)

While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.


Enhanced Defense


  • Item: A suit of armor or a shield

A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

The bonus increases to +2 when you reach 12th level in this class.

Enhanced Weapon


  • Item: A simple or martial weapon

This magic weapon grants a +1 bonus to attack and damage rolls made with it.

The bonus increases to +2 when you reach 12th level in this class.

Many-Handed Pouch


  • Prerequisite: 4th-level artificer
  • Item: 2-5 pouches

The infused pouches all share one interdimensional space of the same capacity as a single pouch. Thus, reaching into any of the pouches allows access to the same storage space. A pouch operates as long as it is within 100 miles of another one of the pouches; the pouch is otherwise empty and won’t accept any contents. If this infusion ends, the items stored in the shared space move into one of the pouches, determined at random. The rest of the pouches become empty.

Radiant Weapon


  • Prerequisite: 8th-level artificer
  • Item: A simple or martial weapon (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

As a reaction immediately after being hit by a melee attack, the wielder can cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. Once used, this reaction can’t be used again until the wielder finishes a short or long rest.

Replicate Magic Item


  • Prerequisite: See below

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a different magic item that you can make with it, picking from the Replicable Magic Items tables below. If a table has a level in its title, you must be of at least that level in this class to choose an item from the table.

In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making.

Replicable Magic Items

Magic Item Attunement
Alchemy jug No
Bag of holding No
Cap of water breathing No
Cloak of the manta ray No
Goggles of night No
Lantern of revealing No
Rope of climbing No
Sending stones No
Wand of magic detection No
Wand of secrets No

Replicable Magic Items (12th-Level Artificer)

Magic Item Attunement
Boots of elvenkind No
Boots of striding and springing Yes
Boots of the winterlands Yes
Bracers of Archery Yes
Brooch of shielding Yes
Cloak of elvenkind Yes
Cloak of protection Yes
Eyes of charming Yes
Eyes of the eagle Yes
Gauntlets of ogre power Yes
Gloves of missile snaring Yes
Gloves of swimming and climbing Yes
Gloves of thievery No
Hat of disguise Yes
Headband of intellect Yes
Helm of telepathy Yes
Medallion of thoughts Yes
Periapt of wound closure Yes
Pipes of haunting No
Pipes of the sewers Yes
Quiver of Ehlonna No
Gloves of swimming and climbing Yes
Gloves of thievery No
Ring of jumping Yes
Ring of mind shielding Yes
Ring of water walking No
Slippers of spider climbing Yes
Winged boots Yes

Replicable Magic Items (16th-Level Artificer)

Magic Item Attunement
Amulet of health 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


  • Prerequisite: 8th-level artificer
  • Item: A suit of armor (requires attunement)

While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Returning Weapon


  • Item: A simple or martial weapon with the thrown property

This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

Artificer Specialist

At 3rd level, you choose the type of specialist you are: Alchemist, Artillerist, or Mechanist. Each of which is detailed at the end of the class’s description. Your choice grants you features at 3rd level and again at 6th and 14th level.

Variant: Crafting

An artificer subclass makes you more efficient at crafting certain items. The feature you get from your subclass works whether you’re using the crafting rules in the Player’s Handbook, Dungeon Master’s Guide, or Xanathar’s Guide to Everything. (XGtE Rules are detailed at the end of this class.)

Tool Expertise

Starting at 3rd level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

Ability Score Improvement

When you reach 4th, 8th, 12th, 16th, and 18th 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.

Arcane Armament

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn, but one of the attacks must be made with a magic weapon, the magic of which you use to propel the attack.

The Right Cantrip for the Job

At 10th level, you gain the ability to make sure you have the right magical tool for a job. Whenever you finish a short or long rest, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

Spell-Storing Item

When you reach 18th level, you learn how to store a spell in an object for repeated use. Whenever you finish a long rest, you can touch one simple or martial weapon or an item that you can use as a spellcasting focus and store a spell in it, choosing one 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you don’t need to have the spell prepared). With the object in hand, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier.

The spell stays in the object until it has been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again.


Soul of Artifice

At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.

Artificer Specialists

Artificers pursue a variety of disciplines. Here are three specialist options you can choose from at 3rd level: the Alchemist, the Artillerist, and the Mechanist.

Alchemist

An Alchemist is an expert at combining exotic reagents to produce mystical effects. Among artificers, members of this subclass are the greatest healers, as well as the ones most adept at wielding dangerous chemicals.

Tools of the Trade

By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.

Proficiencies. You gain proficiency with alchemist’s supplies and the herbalism kit, assuming you don’t already have them. You also gain alchemist’s supplies and an herbalism kit for free—the result of tinkering you’ve done as you’ve prepared for this specialization.

Crafting. If you craft a magic item in the potion category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Alchemist Infusions

When you choose this archytpe at 3rd level, you gain access to additional infusions described in the Alchemist Infusions list at the end of this subclass.

Alchemist Spells

Starting 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.

Alchemist Spells

Artificer Level Spell
3rd purify food and drink, ray of sickness
5th Melf's acid arrow, web
9th create food and water, stinking cloud
13th blight, death ward
17th cloudkill, raise dead

Alchemical Homunculus

At 3rd level, you learn ancient methods for magically creating a special homunculus that is formed by alchemical substances. Whenever you finish a long rest and your alchemist’s supplies are with you, you can form this homunculus in an unoccupied space within 5 feet of you. If you already have a homunculus from this feature, the first one immediately dies.

The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Alchemical Homunculus stat block. You determine the homunculus’s appearance, which includes wings and bits of alchemical equipment. Some alchemists prefer mechanical-looking birds, whereas others like winged vials or miniature cauldrons.

In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. 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 one of the actions in its stat block or to take the Dash, Disengage, or Help action.

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 alchemist’s supplies 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 homunculus returns to life with all its hit points restored.

Alchemical Mastery

At 6th level, your command of magical chemicals has become masterful, enhancing the healing and damage you create through them. When you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

In addition, you can cast lesser restoration without expending a spell slot, provided you use alchemist’s supplies as the spellcasting focus. You can do so a number of times per day equal to your Intelligence modifier (minimum of once).

Chemical Savant

By 14th level, you have been exposed to so many chemicals and unlocked their secrets that they pose little risk to you, and you can use them to quickly end certain ailments. You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.

In addition, you can cast greater restoration once without expending a spell slot and without providing the material component, provided you use alchemist’s supplies as the spellcasting focus. You regain the ability to do so when you finish a long rest.


Alchemical Homunculus

Tiny construct, neutral


  • Armor Class 13
  • Hit Points equal to five times your level in this class + your Intelligence modifier
  • Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
1 (-4) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (-2)

  • Skills Perception +4, Stealth +4
  • Damage Immunitites acid, poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 60ft., passive Perception 10
  • Languages understands the languages you speak

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus's skill bonuses and the bonuses to hit and damage of its Acidic Spittle

Actions (Require Your Bonus Action)

Acidic Spittle. Ranged Weapon Attack: +4 to hit, range 30ft., one target you can see. Hit 5 (1d6 + 2)

Alchemical Salve (3/Day). The homunculus produces a salve and touches one creature you designate. The target receives on of the folloiwng magical benefits of your choice:

Bouyancy. The target gains a flying speed of 10 feet for 10 minutes.

Inspiration. The target feels giddy and effective, gaining advantage on certain ability checks in the next hour. The target chooses the checks before or after rolling. The magic runs out after the target has used it on a number of checks equal to your Intelligence modifier (minimum of 1).

Resilience. The target gains a number of temporary hit points equal to 2d6 + your Intelligence modifier.

Artillerist

An Artillerist specializes in using magic to create explosions and defensive positions, as well as magic-infused sidearms—especially wands— that can be used on the battlefield. Artillerists were valued by all the armies of the Last War.

Tools of the Trade

By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.

Proficiencies. You gain proficiency with smith’s tools and woodcarver’s tools, assuming you don’t already have them. You also gain those tools for free—the result of tinkering you’ve done as you’ve prepared for this specialization.

In addition, you gain the ability to use rods, staffs, and wands as spellcasting focuses for your artificer spells. You also gain a nonmagical, wooden wand for free, which you’ve carved in your spare time.

Crafting. If you craft a magic item in the wand category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Artillerist Spells

Starting 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.

Artillerist Spells

Artificer Level Spell
3rd shield, thunderwave
5th scorching ray, shatter
9th fireball, wind wall
13th ice storm, wall of fire
17th cone of cold, wall of force

Arcane Turret

At 3rd level, you learn how to create a magical turret. With your smith’s tools in hand, you can take an action to magically summon a Medium turret in an unoccupied space on a horizontal surface within 5 feet of you.

The turret is a magical object that occupies its space and that has crablike legs. It has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. 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 10 minutes. You can dismiss it early as an action.

When you summon the turret, you decide which type it is, choosing from the options on the Arcane Turrets table. On each of your turns, you can take a bonus action to cause the turret to activate if you are within 60 feet of it. As part of the same action, you can direct the turret to walk or climb up to 15 feet to an unoccupied space.

You can summon a turret once for free and must finish a long rest before doing so again. You can also summon the turret by expending a spell slot of 1st level or higher. If you summon a second turret, the first turret disappears.

As an action, you can command your turret to detonate if you are within 60 feet of it. Doing so destroys the turret and forces each creature within 10 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d6 force damage on a failed save or half as much damage on a successful one.

Arcane Turrets

Turret Activation
Flamethrower The turret 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 1d8 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 turret, 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 turret.
Defender The turret 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).

Wand Prototype

By 6th level, you now regularly experiment with channeling different types of magic through wands. Whenever you finish a long rest and your woodcarver’s tools are with you, you can touch a nonmagical, wooden wand and turn it into a magic item. When you do so, you invest it with one artificer cantrip of your choice—even one you don’t know—that has a casting time of 1 action. As an action, you can cause the magic wand to produce the cantrip, using your spellcasting ability modifier (other creatures are unable to use the wand’s magic). The wand loses this magic when you finish your next long rest.

Any damage roll you make for a cantrip in the wand gains a bonus equal to your Intelligence modifier (minimum of +1). When you reach 14th level in this class, you can invest the wand with two cantrips at the end of a long rest.

Fortified Position

Starting at 14th level, you’re a master at conjuring a well-defended emplacement. You and your allies have half cover while within 10 feet of a turret you create with Arcane Turret, as a result of a shimmering field of magical protection that the turret emits.

You can also now summon a second turret for free and must finish a long rest before doing so again. If you summon the second turret while the first is still present, the first one doesn’t disappear, and each turret can be of a different type (if you summon a third turret, the first turret vanishes). Moreover, you can use one bonus action to activate both turrets.

Mechanist

A Mechanist is a master of innovation and metal. During the Last War, Mechanists created countless warforged soldiers, and these mechanical guardians were exceptional at protecting their allies. It may be easy to forget the artificer behind the construct, and some Mechanists prefer it that way.

Tools of the Trade

By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.

Proficiencies. You gain proficiency with smith’s tools and jeweler’s tools, assuming you don’t already have them. You also gain those tools for free—the result of tinkering you’ve done as you’ve prepared for this specialization.

Crafting. If you craft a magic item in the armor category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Mechanist Infusions

When you choose this archytpe at 3rd level, you gain access to additional infusions described in the Mechanist Infusions list at the end of this subclass.

At 3rd level, your guardian can have one infusion at a time. This increases by 1 when you reach certain levels in this class: 8th level (2), 12th level (3), 16th level (4), 20th level (5). Each infusion on the guardian counts as an additional infused item.

Mechanist Spells

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

Mechanist Spells

Artificer Level Spell
3rd armor of agathys, witch bolt
5th dragon's breath, warding bond
9th lightning arrow, tiny servant
13th fire shield, stone skin
17th skill empowerment, antilife shell

Mechanical Guardian

At 3rd level, you have forged and enchanted a Mechanical Guardian capable of protecting you and your allies. You control it using a Master's Amulet you have crafted.

Your guardian is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Mechanical Guardian stat block. You determine your guardian’s appearance and whether it is bipedal or quadrapedal. Its size is medium.

In combat, your guardian shares your initiative count, but it takes its turn immediately after yours. If no command is given to it, the only action it takes on its turn is the Dodge action. You must use your action, bonus action, or reaction based on what type of command is issued to your guardian.

In addition to the actions in its stat block, your guardian can take the Dash, Disengage, or Help action. It may also gain additional actions or bonus actions from infusions applied to it or spells it is currently storing.

If the mending spell is cast on it, it regains 2d6 hit points. Using your smith's tools as your spellcasting focus, you can cast cure wounds to heal the guardian. You can repair it to full health during a long rest if you have access to its body.

If the guardian 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 guardian returns to life with a number of hit points equal to your Intelligence modifer times the spell slot level used.

If the guardian is lost or beyond recovery, you can build a new one using your smith's tools with one week of work (eight hours each day) and 1,000 gp of raw materials.

Master's Amulet

The guardian is magically bound to an amulet. If that amulet is destroyed, the guardian is incapacitated until a replacement amulet is created. The amulet is subject to direct attack if it isn’t being worn or carried. It has AC 10, 10 hit points, and immunity to poison and psychic damage. Crafting an amulet requires 1 day and costs 100 gp in components.

While wearing the amulet, you can telepathically call the guardian to you if you are on the same plane of existence. The guardian knows the distance and direction to the amulet.

Magic in the Machine

Starting at level 6, your guardian's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Using your Arcane Armament feature, you may command you guardian to attack as your magic weapon attack.

Emergency Protocol

At 14th level, you have programed your guardian to respond in dire situations. When you are reduced to 0 hit points, you may use your reaction to activate this feature. While you are unconscious, your guardian's only action is to move closer to you. Once your guardian is within 30ft, you become under the effects of Sanctuary until you regain hit points or your guardian drops to 0 hit points.

You may use this feature once per long rest.

Creator's Vision

The design and inspiration for a guardian varies greatly between artificers. Your guardian could be bipedal with a crafted shield at the ready, or quadrupedal with a plated tail to act as a shield. It could be built to resemble soldiers it is intended to fight along side, or based on a beast your artificer has observed. Think about how these design choices reflect on who your artificer is and what their intention was in creating their guardian.

Mechanist Infusions

All infusions listed here target

Item: Mechanical Guardian

Aerial Guardian


  • Prerequisite: 12th level artificer

You install mechanical wings or thrusters to your guardian, granting it a flying speed of 30 feet.

Aquatic Guardian


  • Prerequisite: 8th level artificer

You install fins or proppelers to your guardian, granting it a swim speed of 30 feet and blindsight up to 60 feet in water.

Bound Guardian


If your guardian is within 60 feet of you, and you are wearing the Master's Amulet, you may use a bonus action to activate the link between your amulet and your guardians core for a number of rounds equal to your intelligence modifier. Once activated, half of any damage you take (rounded up) is transferred to the guardian.

You can use this feature once per short rest or long rest.

Enduring Guardian


You focus the link between your guardian's power source and your own life energy. While you are not incapacitated, your guardian makes death saving throws with advantage.

Enlarged Guardian


  • Prerequisite: 8th-level artificer, incompatible with Shrunken Guardian

Your guardian's size becomes large, and has advantage on Strength checks and Strength saving throws. It gains proficiency in the Athletic skill. While this infusion is applied your guardian loses all benefits it may have from Shrunken Guardian.

Familiar Guardian


You can utilize the link between your amulet and your guardiansenses. As an action, you can see through your guardian's eyes and hear what it hears, gaining the benefits of any special senses that the guardian has. During this time, you are deaf and blind with regard to your own senses. You can return to using your senses as an action.

Modulated Guardian


  • Prerequisite: Enlarged Guardian and/or Shrunken Guardian

You can adjust your guardian's size from its current size to medium, or vice versa, during a short rest. Additionally, this infusion allows you to apply both the Enlarged Guardian and the Shrunken Guardian infusions simultaneaously. If both infusions are applied, you may use this feature to adjust your guardian's size to either large, medium, or small. While its size is medium, the guardian does not have access to benefits it may have from Enlarged Guardian or Shrunken Guardian.



Mechanical Guardian

Medium construct, neutral


  • Armor Class 15 (Natural Armor)
  • Hit Points ([6 + guardian consitution modifier) times artificer level])
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 2 (-5)

  • Damage Immunitites psychic, poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 60ft., passive Perception 10
  • Languages understands the languages you speak

Forged Bond. The guardian's proficiency bonus is equal to your own.

Spell Storing. While wearing the master's amulet you can cause the guardian to store one spell of 1st level or one cantrip. To do so, you must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so on your turn, the guardian casts the stored spell, requiring no components. The spell uses your spell save DC, spell Attack bonus, Spellcasting ability, and your concentration (if applicable), but is otherwise treated as if the guardian cast the spell. The spell cast from the guardian is no longer stored in it, allowing for a new spell to be stored.

Actions (Require Your Action)

Natural Attack. Melee Weapon Attack (finesse): +4 to hit, reach 5ft., one target. Hit 1d8 + 2

Reactions (Require Your Reaction)

Shield. When you or an ally are targeted by an attack and the guardian is within 5 feet of the target, it may grant a +2 bonus to the target's AC.

Multi-tool Guardian


You install one tool kit of your choice on your guardian, and it becomes proficient in that tool. You may apply this infusion more than once.

Nimble Guardian


You optimize your guardian's mobility. Your guardian's Dexterity score increases by 2. You may apply this infusion twice.

Powerful Guardian


You reinforce your guardian’s frame. Your guardian's Strength score increases by 2. You may apply this infusion twice.

Resilient Guardian


You bolster your guardians arcane core. Your guardian's Constitution score increases by 2. You may apply this infusion twice.

Self-Repair Guardian


  • Prerequisite: 16th-level artificer

If your guardian starts its turn with at least 1 hit point, it regains 10 hit points. If it takes lightning damage, this ability doesn’t function until the end of its next turn.

Shrunken Guardian


  • Prerequisite: 8th-level artificer

Your guardian's size becomes small, it has advantage on dexterity checks and dexterity saving throws. It gains Proficiency in the Stealth skill. While this infusion is applied your guardian loses all benefits it may have from Enlarged Guardian.

Spell Guardian


  • Prerequisite: 12th-level artificer

You can store one spell of 2nd level or lower within your guardian when using its Spell Storing ability.

Synchronized Guardian


You create an arcane focus within your guardian and link it with your Master's Amulet, allowing for unique arcane possibilities. Any spell you cast that targets yourself can simultaneously target your guardian.

Transport Guardian


  • Prerequisite: 12th-level artificer, Enlarged Guardian

You configure your guardian's large form to carry a medium or smaller creature within it. A creature within the guardian has total cover and is blind. A breathing creature within the guardian can survive for up to 10 minutes, after which time it begins to suffocate.

Watchful Guardian


  • Prerequisite: 8th-level artificer

Your guardian gains blindsight out to a range of 30ft, and becomes proficient in the Perception skill.


Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player’s Handbook (p. 163), here’s what you need to know if you choose artificer as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class.

Proficiencies Gained. If artificer isn’t your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, thieves’ tools, tinker’s tools.

Extra Attack. The Arcane Armament feature doesn’t give you an additional attack if you also have the Extra Attack feature.

Spell Slots. Add half your levels (rounded down) in the artificer class to the appropriate levels from other classes to determine your available spell slots.

Crafting Magic Items

Source: Xanathar's Guide to Everything.

Creating a magic item requires more than just time, effort, and materials. It is a long-term process that involves one or more adventures to track down rare materials and the lore needed to create the item.

Potions of healing and spell scrolls are exceptions to the following rules.

To start with, a character needs a formula for a magic item in order to create it. The formula is like a recipe. It lists the materials needed and steps required to make the item.

An item invariably requires an exotic material to complete it. This material can range from the skin of a yeti to a vial of water taken from a whirlpool on the Elemental Plane of Water. Finding that material should take place as part of an adventure.

The Magic Item Ingredients table suggests the challenge rating of a creature that the characters need to face to acquire the materials for an item. Note that facing a creature does not necessarily mean that the characters must collect items from its corpse. Rather, the creature might guard a location or a resource that the characters need access to.

Magic Item Ingredients
Item Rarity CR Range
Common 1-3
Uncommon 4-8
Rare 9-12
Very Rare 13 -18
Legendary 19+

In addition to facing a specific creature, creating an item comes with a gold piece cost covering other materials, tools, and so on, based on the item’s rarity. Those values, as well as the time a character needs to work in order to complete the item, are shown on the Magic Item Crafting Time and Cost table. Halve the listed price and creation time for any consumable items.

Magic Item Crafting Time and Cost
Item Rarity Workweeks* Cost*
Common 1 50 gp
Uncommon 2 200 gp
Rare 10 2,000 gp
Very Rare 25 20,000 gp
Legendary 50 100,000 gp

*Halved for a consumable item like a potion or scroll

To complete a magic item, a character also needs whatever tool proficiency is appropriate, as for crafting a nonmagical object, or proficiency in the Arcana skill.

If all the above requirements are met, the result of the process is a magic item of the desired sort.


Brewing Potions of Healing

Potions of healing fall into a special category for item crafting, separate from other magic items. A character who has proficiency with the herbalism kit can create these potions. The times and costs for doing so are summarized on the Potion of Healing Creation table.

Potion of Healing Creation
Type Time Cost
Healing 1 day 25 gp
Greater Healing 1 workweek 100 gp
Superior Healing 2 workweeks 1,000 gp
Supreme Healing 4 workweeks 10,000 gp

Scribing a Spell Scroll

With time and patience, a spellcaster can transfer a spell to a scroll, creating a spell scroll.

Resources

Scribing a spell scroll takes an amount of time and money related to the level of the spell the character wants to scribe, as shown in the Spell Scroll Costs table. In addition, the character must have proficiency in the Arcana skill and must provide any material components required for the casting of the spell. Moreover, the character must have the spell prepared, or it must be among the character’s known spells, in order to scribe a scroll of that spell.

If the scribed spell is a cantrip, the version on the scroll works as if the caster were 1st level.

Spell Scroll Costs
Spell Level Time Cost
Cantrip 1 day 15 gp
1st 1 day 25 gp
2nd 3 days 250 gp
3rd 1 workweek 500 gp
4th 2 workweeks 2,500 gp
5th 4 workweeks 5,000 gp

Archivist

An Archivist

Tools of the Trade

By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.

Proficiencies. You gain proficiency with calligrapher’s supplies and the forgery kit, assuming you don’t already have them. You also gain calligrapher’s supplies and a forgery kit for free—the result of tinkering you’ve done as you’ve prepared for this specialization.

Crafting. If you craft a magic item in the scrolls category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Archivist Infusions

When you choose this archytpe at 3rd level, you gain access to additional infusions described in the Cryptologist Infusions list at the end of this subclass.

Archivist Spells

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

Archivist Spells

Artificer Level Spell
3rd comprehend languages, illusory script
5th enthrall, arcanist's magic aura
9th counterspell, nondetection
13th arcane eye, private sanctum
17th legend lore, scrying

Archivist Codex

At 3rd level, through strenuous linguistic study you have crafted an intricate arcane codex which you can use to learn and cast spells in unique ways. The Codex can hold a number of spells equal to half your artificer level rounded down (minimum of 1). These spells are always prepared, and are obtained separately from your artificer spells through use of your Codex Casting feature. They can be from any class and are considered artificer spells for you. Spells cast from the Archivist Codex may only be cast at their base level.

Codex Casting

By 3rd level, you know a number of unique abilities utilizing your Archivist Codex and spending special dice called Codex Dice.

Codex Die

You have four codex dice, which are d4s. A codex die is expended when you use it. You regain all of your expended codex dice when you finish a short or long rest.

You gain another codex die at 6th level and one more at 14th level.

Quick Analytics

When you see a creature within 60ft of you cast a spell, you may use your reaction to analyze the spell. You may spend a codex die to make an intelligence check. The DC equals 10 + the spell's level. On a success, the spell is added to your Archivist Codex. If the spell is higher than 5th level, the die is spent but you are unable to analyze the spell.

Encrypted Spell

When you cast a spell you may alter its arcane formula by spending and rolling a codex die. The number rolled is added to the dc of attempts made to counter or dispel the spell.

Arcane Prowess

You may spend a codex die to cast detect magic or identify without any required material components.

Inscribed Spell

You may spend a codex die when you cast a spell to replace all components with a written component.

Evolutionist

An Alchemist is an expert at combining exotic reagents to produce mystical effects. Among artificers, members of this subclass are the greatest healers, as well as the ones most adept at wielding dangerous chemicals.

Tools of the Trade

By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.

Proficiencies. You gain proficiency with alchemist’s supplies and the poisoner's kit, assuming you don’t already have them. You also gain alchemist’s supplies and an poisoner's kit for free—the result of tinkering you’ve done as you’ve prepared for this specialization.

Crafting. If you craft a magic item in the potion category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Evolutionist Infusions

When you choose this archytpe at 3rd level, you gain access to additional infusions described in the Evolutionist Infusions list at the end of this subclass.

Evolutionist Spells

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

Evolutionist Spells

Artificer Level Spell
3rd false life, arms of hadar
5th dragon's breath, enhance ability
9th gaseous form, vampiric touch
13th guardian of nature, polymorph
17th reincarnate, enervation

Catalyst Serum

At 3rd level, you have studied to extract aspects from certain creatures to use in your experiments. The creatures must be plants, beasts, or monstrosities and have a Challenge Rating no more than half of your artificer level (rounded down). You may analyze a creature which has died no more than 24 hours ago. To do so you must spend 1 minute examining it and be able to touch the creature. Once examined, you learn all special traits and actions the creature possessed and may then choose to extract an aspect of one of these features. You cannot extract aspects for any spellcasting features, multiattack, or any feature with the recharge trait. For example, if you were to examine a displacer beast you would learn it had the special traits

To do so you must make a Intelligence (alchemist supplies) check. The DC for a special