Artificer
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Table of Contents

Level 1

Spellcasting

You have learned to channel arcane energy through your tools, crafting strange and wondrous effects from objects infused with your magic. The information below details how you use the rules of spellcasting with Artificer spells, which appear on the Artificer spell list later in the class's description.

Cantrips. You know two Artificer cantrips of your choice. When you reach Artificer levels 4 and 10, you learn another Artificer cantrip of your choice, as shown in the Cantrips column of the Artificer Features table.

Whenever you gain an Artificer level, you can replace one of your cantrips from this feature with another Artificer cantrip of your choice.

Spell Slots. The Artificer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. At the end of each Long Rest, choose a number of Artificer spells equal to your Intelligence modifier + half your Artificer level (rounded down). The chosen spells must be of a level for which you have spell slots.

If another Artificer feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but they otherwise count as Artificer spells for you.

Spellcasting Ability. Intelligence is your spellcasting ability for your Artificer spells.

Ritual Casting. You can cast an Artificer spell as a ritual if that spell has the ritual tag and you have it prepared.

Spellcasting Focus. You can use Tinker’s Tools, a set of Artisan’s Tools you are proficient with, or an item bearing one of your Infusions as a Spellcasting Focus for your Artificer spells.

Magical Tinker

Arcana proficiency. You gain proficiency in the Arcana skill.

Enchanted Tools. You can use your tinker's tools to cast the Mending cantrip, or to ritual cast the and spells.


Level 2

Infusions

You have learned to imbue objects with your magic to produce wondrous items. You know two Infusions of your choice. The Infusions Known column of the Artificer Features table shows when you learn more Infusions. You can’t learn the same Infusion more than once unless its description says otherwise.

Whenever you gain an Artificer level, you can replace one Infusion you know with another of your choice, provided you meet its requirements.

Infusing an Object. At the end of a Short Rest, you can touch a nonmagical object with Tinker’s Tools to imbue it with one Infusion you know.

If the Infusion requires attunement, you can attune to the object immediately, or you can leave it unattuned so another creature can attune to it. To attune later, you must follow the normal attunement process.

Your Infusions remain in items indefinitely. If you die, they vanish after a number of days equal to your Intelligence modifier (minimum 1 day). They also vanish immediately if you replace the Infusion by learning another.

You can infuse multiple objects at the end of each Short Rest, up to the number of Infusions you can have active at one time. An Infusion can be in only one object at a time, and no object can bear more than one Infusion. If you transfer an Infusion to a new object, the previous instance immediately ends.

Replicate Magic Item. You can also use your Infusions to replicate magic items you have studied. During a Short Rest, you can spend 1 hour using Tinker’s Tools to examine a magic item you can touch or for which you have schematics. At the end of that rest, you can replace one Infusion you know with the ability to replicate that magic item. You can then infuse an object with its properties, following the normal rules for Infusions.

You can’t use this feature to replicate magic items that are consumed after one use, such as scrolls and potions.

You can replicate any Common rarity item. At higher levels, you can replicate rarer items: Uncommon at level 5, Rare at level 11, and Very Rare at level 17.

Tinker's Insight

Your understanding of magical craftsmanship lets you bypass normal magic item restrictions. You can attune to and use any magic item, ignoring any class, race, or spell requirements. You can also choose to use your Artificer spell save DC in place of the item’s DC.


Level 3

Arcane Recharge

You can recover some of your magical energy during a Short Rest. You regain expended spell slots with a combined level equal to your Intelligence modifier. Once you use this feature, you can’t do so again until you finish a Long Rest.

At level 11, you can use this feature to cause one Infused item or magic item you touch to regain any charges it would normally regain at dawn, instead of regaining spell slots.

Specialisation

Also at 3rd level, choose one of the Specialisations below that represents the research, inventions, and skill of your Artificer.

Your Specialisation grants features at 3rd level, and again when you reach 5th, 10th, and 15th level in this class.

Specialisation Spells

Each Specialisation has a list of Specialisation Spells that you learn at the Artificer levels noted in its description. Your Specialisation Spells count as Artificer spells for you, but do not count against your total number of Spells Known.

Artificer Specializations

Level 4

Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at levels 8, 10, 12, and 16.


Level 6

Flash of Genius

You can offer potent insight at a moment’s notice. When you or a creature within 9 meters of you that you can see or hear 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 reaction a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.


Level 7

Expert Thinker

You achieve mastery of theoretical fields of your studies. You gain Expertise in a skill of your choice that you're proficient in. You gain an extra choice of Expertise in a skill at level 13.

Expert Tinkerer

You achieve mastery of craftsmanship. You gain Expertise in a tool of your choice that you're proficient in. You gain an extra choice of Expertise in a tool at level 13.

Your expertise also allows you to apply your Infusions to magic items.


Level 9

Magic Item Mastery (Level 9)

Your deep understanding of magic items allows you to attune to more of them at once. You can attune to up to four magic items at a time. The number increases to five at level 14, and to six at level 18.


Level 19

Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.


Level 20

Masterwork Inventions (Level 20)

You have imbued a part of your own soul into your Infusions and other magic items you use. You gain a +1 bonus to all saving throws for each magic item you are attuned to.

In addition, if you are reduced to 0 hit points but not killed outright, you can end your attunement to one magic item or Infusion you have. When you do, you drop to 1 hit point instead.