Artificer 5

Level Proficiency Bonus Features Prototypes Known
1st +2 Feat, Magical Engineering 2
2nd +2 Feat, School of Research 3
3rd +2 Flash of Genius 3
4th +2 Feat 3
5th +3 Overclocked Functionality, School of Research feature 4
6th +3 Feat, Efficient Construction 4
7th +3 Redundant Systems 4
8th +3 Feat 4
9th +4 School of Research feature 5
10th +4 Feat, Finished Product 5
11th +4 Chain Activation 5
12th +4 Feat 5
13th +5 School of Research feature 6
14th +5 Feat 6
15th +5 Applied Ingenuity 6
16th +5 Feat 6
17th +6 Chain Activation, School of Research feature 7
18th +6 Signature Device 7
19th +6 Feat 7
20th +6 Feat, School of Research feature 8

Class Features

All of the following are class features of the Artificer.

Feat

1st, 2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 19th, 20th-Level Artificer Feature   You gain one feat of your choice.

Magical Engineering

1st-Level Artificer Feature   You gain the ability to construct minor dweomers. You know how to create a number of Prototype Devices—temporary items that mimic magical effects. These can be consumables, tools, gadgets, or wearable augments.
  • You begin with 2 known Prototypes, chosen from the list below. You learn additional Prototypes as you gain levels in this class, as shown in the Prototypes Known column of the Artificer table.
  • You can create a number of Prototype Devices equal to twice your Artificer Power Reservoir, regaining all expended uses when you finish a long rest. Creating a Prototype Device takes 1 minute of work and a set of Tinker's Tools or a set of artisan's tools with which you are proficient, and lasts for 8 hours or until destroyed.
  • If a Prototype requires a saving throw the DC is equal to 8 + your proficiency bonus + your Intelligence modifier.
  • If a Prototype deals damage, the number of dice of damage increases when you reach 5th Level (2 Dice), 9th Level (3 Dice), 13th Level (4 Dice), and 17th level (5 Dice).
Prototypes
Arcjolt Knuckle
A brass knuckle lined with insulated coils. As an action, you can make a melee weapon attack with it using your Intelligence modifier. On a hit, the target takes 1d8 lightning damage and cannot take reactions until the start of its next turn. When created, this Prototype has a number of charges equal to your Artificer Power Reservoir, and each additional time you create this this Prototype in the same day, it increases the number of charges it has. When this object runs out of charges, the Prototype is destroyed.   Overclocked: On a hit, the target takes an additional 1d8 Lightning damage and is Stunned until the end of their next turn.   Signature: Whenever you roll a 20 and score a critical hit with this Prototype, the target is Stunned until the end of their next turn.
Arcspanner
This small wand-like tool hums with kinetic resonance. As an action, you may apply it to a broken object no larger than 1 foot in any dimension and seal a single break or tear. This repairs simple items, such as torn straps, broken tools, or cracked lenses, over the course of 1 action. Alternatively, you can use the arcspanner over the course of 1 minute, restoring 1d8 + your Intelligence modifier hit points to a Construct. Once used, this Prototype is destroyed.   Overclocked: You may use this Prototype as a bonus action, repairing a damaged object up to 15 feet in any dimension or restore 3d8 + your Intelligence modifier hit points to a Construct.   Signature: When used to repair a previously magical item, the item regains its magical properties unless it was completely destroyed. Repairing a magical item in this way requires 1 hour of work.
Arcwhip Coil
This iron filament coil is embedded in a palm-sized generator. As an action, you can lash out with a magnetic arc at a creature within 15 feet. The target must succeed on a Strength saving throw or be pulled 10 feet directly toward you and take 1d8 lightning damage. When created, this Prototype has a number of charges equal to your Artificer Power Reservoir, and each additional time you create this this Prototype in the same day, it increases the number of charges it has. When this object runs out of charges, the Prototype is destroyed.   Overclocked: The range of this Prototype increases to 30 feet. On a failed save, the target is pulled up to 15 feet toward you, takes an additional 2d8 lightning damage, and cannot take reactions until the start of their next turn.   Signature: Whenever you pull a creature in this way, you may immediately shift 5 feet.
Barbed Line Launcher
This mechanical bracer holds a retractable, thorned cable. As an action, you can fire it at a creature within 30 feet. Make a ranged weapon attack using your Intelligence modifier; on a hit, the target takes 1d6 piercing damage and is pulled 10 feet closer to you. When created, this Prototype has a number of charges equal to your Artificer Power Reservoir, and each additional time you create this this Prototype in the same day, it increases the number of charges it has. When this object runs out of charges, the Prototype is destroyed.   Overclocked: On a hit, the target is pulled up to 20 feet, takes an additional 1d6 piercing damage, and begins Bleeding for 1d6 damage, requiring a Constitution saving throw to end.   Signature: When you hit a creature with this Prototype and pull a creature to within 5 feet of you, you may immediately make an attack against the target with a melee weapon as part of the same action.
Chillnozzle
A sleek, tube-shaped device with a small dial and frost-lined barrel. As an action, you fire a jet of supercooled air at a target within 60 feet. Make a ranged weapon attack using your Intelligence modifier; on a hit, the target takes 1d8 cold damage and its speed is reduced by 10 feet until the end of their next turn. When created, this Prototype has a number of charges equal to your Artificer Power Reservoir, and each additional time you create this this Prototype in the same day, it increases the number of charges it has. When this object runs out of charges, the Prototype is destroyed.   Overclocked: On a hit, the target takes an additional 2d8 cold damage and their speed is reduced to 0 until the end of their next turn.   Signature: On a hit, the target's speed is reduced by 15 feet instead of 10.
Containment Cagelet
A foldable metal-and-glass box about the size of a mess kit, you may place and arm this cage as an action. When a Small or smaller animal or magical beast moves within 5 feet of it, it springs open, attempting to trap the creature. The target must make a Dexterity saving throw or be Restrained within the cage. The Prototype is destroyed after its normal time or if a creature makes a successful Strength check.   Overclocked: The cage affects animals or magical beasts up to Medium size, and Small or smaller creatures that are aberrations, celestials, dragons, fey, fiends, humanoids, or oozes. This Prototype retains its normal duration, even when Overclocked.   Signature: The cage now affects Medium or smaller Animals or Magical Beasts, and cannot be broken by non-supernatural means.
Cooperative Linkband
A segmented copper bracelet inlaid with faintly glowing sigil-circuits, attuned to cognitive resonance and gesture mimicry. While wearing this device, you may use the Help action to assist with any skill check, even if you are not proficient in the skill being used, unless the task being performed requires proficiency, such as Recall Knowledge. When created, this Prototype has a number of charges equal to your Artificer Power Reservoir, and each additional time you create this this Prototype in the same day, it increases the number of charges it has. When this object runs out of charges, the Prototype is destroyed.   Overclocked: When you use the Help Action using this Prototype, the target instead rolls 3 d20s and chooses the highest die, then gains temporary hit points equal to the number rolled.   Signature: When you use the Help Action using this Prototype, the target may add your Intelligence modifier to the result.
Corrosive Capsule
This set of sealed glass capsules contains two volatile chemicals. As an action, you can throw it at a point you can see within 30 feet. The capsule shatters on impact, releasing a burst of corrosive mist. Each creature within 5 feet of the point must make a Constitution saving throw, taking 1d6 acid damage on a failure. When you create this Prototype for the day, you create a number of capsules equal to your Artificer Power Reservoir, and using one destroys it.   Overclocked: Each creature within 10 feet of the point must make the Constitution saving throw instead, and the damage increases by 1d6, dealing half damage to creatures who succeed on their saving throw.   Signature: The capsule's area become difficult terrain until the start of your next turn.
Cryogem Vial
This pressurized glass vial contains a vaporized cryogem extract. As an action, you can throw it at a creature within 60 feet. The creature must make a Constitution saving throw or take 1d8 cold damage and suffer disadvantage on its next weapon attack roll before the end of its next turn. When you create this Prototype, you create a number of vials equal to your Artificer Power Reservoir, and using one destroys it.   Overclocked: On a failed save, the target takes 2d8 additional cold damage and suffers disadvantage on all attack rolls before the end of its next turn.   Signature: On a failed saving throw, the target also suffers disadvantage on its next Dexterity saving throw before the end of its next turn.
Echo Crystal
A faceted violet stone that hums faintly when held near a loud sound. As a bonus action, you can activate the Echo Crystal, which will record 1 round of audible noise within 30 feet of you. While the Echo Crystal has a sound recorded, you can use an action to replay the sound. If you record a new sound, the old sound is lost. A captured sound is replayed at the original volume and directionality.   Overclocked: You can Overclock this Prototype only if it already has a sound recorded. When Overclocked as a bonus action, each creature other than you within 15 feet of you must make a Constitution saving throw, being Deafened and having disadvantage on Concentration checks until the end of their next turn.   Signature: You can store up to two separate recordings at a time.
Ember Core
A small, boxy metal cylinder with a retractable prong. When placed on a solid surface and activated as an action, the Ember Core generates a contained flame in a 5-foot square. The flame lasts for 1 hour unless extinguished. Any creature that enters the space or starts their turn there must make a Dexterity saving throw, taking 1d8 fire damage on a failure. After the 1, this Prototype is destroyed.   Overclocked: The bonfire expands to a 10-foot square, and creature that fail the saving throw catch fire, Burning for 1d6 damage, requiring a Dexterity saving throw to end.   Signature: The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet that dances and confuses. Creatures in the bright light have disadvantage on Concentration checks.
Embercoil Gauntlet
A tightly coiled copper-tube attachment worn over the forearm. As an action, you can trigger it to unleash a focused arc of fire at a creature within 120 feet of you. Make a ranged weapon attack using your Intelligence modifier; on a hit, the target takes 1d10 fire damage. When created, this Prototype has a number of charges equal to your Artificer Power Reservoir, and each additional time you create this this Prototype in the same day, it increases the number of charges it has. When this object runs out of charges, the Prototype is destroyed.   Overclocked: On a hit, the target takes 2d10 additional fire damage and creatures adjacent to the target must make a Dexterity saving throw, taking half as much damage on a failure.   Signature: When you hit a creature with this Prototype, up to one other creature of your choice within 5 feet of the target takes 1d4 fire damage from residual arcs.
Glowglobe
This small, glassy globe is able to be activated as an action. While activate, it will bind to a singular object without impeding its use, and begin to make that object shed bright light in a range of 20 feet and dim light for an additional 20 feet. The globe can cause an object to glow for up to 4 hours, then falls off the object and the Prototype is destroyed.   Overclocked: The light shed by the object doubles in radius, shedding bright light in a range of 40 feet and dim light for an additional 40 feet, and the light emitted is sunlight. While Overclocked, this Prototype lasts for 1 minute.   Signature: The light radiates on a special, secret spectrum only visible to you and creature you choose.
Gravpull Projector
This small bracer holds a miniature gravity manipulator. As an action, you can activate it to create an invisible field that manipulates objects. For up to 1 hour, you can use an action to move or interact with objects weighing up to 10 pounds within 30 feet. Once this time elapses, the Prototype is destroyed.   Overclocked: You can manipulate objects up to 50 pounds and may use it to push or pull a creature within 30 feet. When attempting to move a creature in this way, you may use your Intelligence in place of your Strength for your Athletics check. On a success, you move the creature up to 10 feet in a direction of your choice. You cannot move a creature that is Huge or larger.   Signature: You gain a fly speed of 15 feet while this Prototype is active. If you end your turn more than 30 feet off the ground or a liquid below you, you fall to 30 feet above that surface. This Prototype has a duration of 1 minute while Overclocked.
Gyrocompass Medallion
A self-balancing medallion set with a special compass dial and spatial regulator. While wearing this medallion, you can check it to know true north, and can accurate gauge elevation changes and sloping surfaces. Additionally, you have advantage on Wisdom (Survival) checks made to avoid becoming lost in natural terrain.   Overclocked: When you Overclock this Prototype as a bonus action, you become aware of all hidden or illusionary terrain features within 30 feet of you, allowing you to automatically succeed on your Intelligence (Investigation) check against such illusions.   Signature: You can determine exact elevation, time of day, and planar alignment and can always detect when you cross into a different region or plane.
Infused Slingstones
You inscribe runes on a number of pebbles equal to your Artificer Power Reservoir. As an action, you can activate and hurl one at a creature within 60 feet. You make a ranged attack using your Intelligence modifier; on a hit, it deals 1d6 + Intelligence modifier bludgeoning damage. Once activated, the stones retain their potency for 1 minute or until used. When a stone is used, it is destroyed.   Overclocked: When you overclock one of the pebbles, it explodes on impact. The target and each creature within 10 feet of it must make a Dexterity saving throw. Each creature that fails takes 2d4 bludgeoning damage, or half as much on a success.   Signature: When you hit with a stone, you may cause it to ricochet. Make a second attack roll against another creature within 10 feet of the first.
Prism Emitters
This small pouch contains four fingertip-sized crystal bulbs. As an action, you can activate and release them, causing them to float and glow with dim light to a range of 10 feet. They remain active for 1 hour or until dismissed, at which point this Prototype is destroyed. You can mentally reposition them as a bonus action within 60 feet of you as long as you’re holding the control ring. A crystal that is greater than 60 feet away from you falls dormant until you are within 60 feet of it again. Each individual crystal bulb cannot move more than 120 feet each round.   Overclocked: The emitters shine with a dazzling light. Each creature within 10 feet of a crystal must succeed on a Constitution save, being Blinded on a failure until the end of their next turn.   Signature: You may change the light color and intensity at will. You can turn the light off completely, or increase its intensity so each emitter sheds bright light to a range of 15 feet and dim light for an additional 15 feet. While active, you can cause the emitters to concentrate while within 5 feet of all other emitters. When you do, you cast the Silent Image spell centered on one of the emitters.
Pulse Injector
This syringe-like gadget contains a stasis-inducing serum. As an action, you can apply it to a creature at 0 hit points to restore 1 hit point to the target. The device emits a pulse of magical biostasis that halts death progression instantly.   Overclocked: The target regains temporary hit points equal to twice your Intelligence modifier.   Signature: When you use this device, the target gains resistance to all damage until the start of their next turn.
Pulseplate
This metal disc fits into your palm. As an action, you slam your hand into it, triggering a focused concussive blast. All other creatures within 10 feet must make a Constitution saving throw or take 1d8 thunder damage and pushed 10 feet away from you. The sound from this disc is audible up to 100 feet away from you. When created, this Prototype has a number of charges equal to your Artificer Power Reservoir, and each additional time you create this this Prototype in the same day, it increases the number of charges it has. When this object runs out of charges, the Prototype is destroyed.   Overclocked: This Prototype instead affects all other creatures within 15 feet, and such creatures take an additional 1d8 thunder damage. Each creature that fails its saving throw is Deafened until the end of their next turn.   Signature: While holding this Prototype, it emits a low resonant hum that helps to steady your mind, granting you advantage on saving throws against effects that cause you to be Charmed, Frightened, or Stunned.
Rattle Decoy
A small, spherical device with folding metal plates and a build-in sound chamber. As an action, you can throw the decoy to a point on the ground within 30 feet. It immediately activates and produces one of the following audible sounds for 1 minute, chosen when you create this Prototype:
  • Whispered Voices
  • Footsteps
  • Growling Beasts
  • Clattering Metal
  • A single sudden scream
Once the sound finishes, this Prototype is destroyed.   Overclocked: When you Overclock the Rattle Decoy, you instead create a number of decoys equal to your Artificer Power Reservoir, which can each be thrown to a point on the ground within 30 feet.   Signature: The decoy can be set to activate on a timer or pressure trigger, and lasts for 1 hour.
Scrylens
A round, blue-crystal monocle set in a brass frame with focus dials. While wearing this lens, you can activate it to scan for hidden details. For 1 minute, you gain advantage on Intelligence (Investigation) and Wisdom (Perception) checks involving visual analysis of objects, surfaces, and inscriptions. During this time, you can sense traces of magic as per the Detect Magic spell, but cannot tell the school of magic. Once this time elapses, this Prototype is destroyed.   Overclocked: While active, you gain Truesight to a range of 30 feet.   Signature: The lens grants the wearer advantage on Intelligence (Arcana) checks as well, and allows the wearer to use its Intelligence rather than its Wisdom for Wisdom (Perception) checks.
Sonic Ring
This silver ring emits a burst of cutting sound when tapped twice. As an action, you unleash a 5-foot radius pulse of forceful sonic resonance. Each creature within the radius must succeed on a Dexterity saving throw or take 1d6 force damage. When created, this Prototype has a number of charges equal to your Artificer Power Reservoir, and each additional time you create this this Prototype in the same day, it increases the number of charges it has. When this object runs out of charges, the Prototype is destroyed.   Overclocked: The pulse expands to a 10-foot radius and deals an additional 1d6 force damage on a failed save. Creatures that succeed on their saving throw take half damage.   Signature: When a creature fails its saving throw, it is pushed 5 feet away from you.
Toxin Vent
This handheld flask has a conical mouth and internal compression mechanism. As an action, you can spray a 15-foot cone of noxious vapor. One creature in the area must make a Constitution saving throw or take 1d12 poison damage. The vent depressurizes after a number of uses equal to your Artificer Power Reservoir, which each additional creation of this Prototype in the same day adding uses.   Overclocked: The cone expands to 20 feet, and each creature in the area must make the saving throw, taking half damage on a success. Each creature that fails its saving throw is Poisoned for 1 minute (save ends at end of turn). While poisoned in this way, the target takes 2d4 poison damage at the start of each of its turns. This damage does not increase with level.   Signature: A creature that fails its saving throw is Poisoned until the end of its next turn.
Trackleech
A small, beetle-shaped automaton that clings to surfaces and scans for trails. As an action, you can release the Trackleech to begin scanning an area for signs of passage. For 10 minutes, it assists with tracking, granting advantage on Wisdom (Survival) checks to follow tracks found within a 30-foot radius of its path. After this time, the automaton shuts down, and the Prototype is destroyed.   Overclocked: The Trackleech explodes in a powerful burst of light, causing all tracks within 60 feet to glow softly for 1 minute.   Signature: The Trackleech identifies the type and size of creatures that made any tracks found.
Vitality Band
This flexible copper-and-gold armband can be snapped onto a willing creature as an action. The band subtly enhances the target's resilience. Once before the effect ends, the target may add 1d4 to a saving throw of its choice. When created, this Prototype has a number of charges equal to your Artificer Power Reservoir, and each additional time you create this this Prototype in the same day, it increases the number of charges it has. When this object runs out of charges, the Prototype is destroyed.   Overclocked: The bonus increases to 1d6 per remaining charge, and the target gains temporary hit points equal to twice the amount rolled. This Prototype retains its normal duration, even when Overclocked.   Signature: The saving throw bonus increases to 1d4+1.
Whisper Coil
You create up to three metal earpieces with a slender wire extending to a fingertip-mounted conductor. As an action, a creature wearing one can aim the wire at a creature within 60 feet who is also wearing one and can be seen, transmitting a brief, one-sentence message. The target hears it whispered from the earpiece.   Overclocked: You instead create up to 10 earpieces, and messages transmitted are silent to all others and cannot be detected or intercepted except by magical means. This Prototype has a duration of 1 hour when Overclocked.   Signature: The range increases to 300 feet.
 

School of Research

2nd-Level Artificer Feature   You specialize into a specific school of research, furthering your practice into arcane-assisted engineering. Choose one of the options below. Schools of Research
School of Research Description
Aetherdynamicist Researchers of raw, unshaped magic itself, Aetherdynamicists study the ebb and flow of arcane tides, learning to harness unstable energy and ambient arcana through containment, redirection, and resonance.
Arcanogeometrist Practitioners of Arcanogeometry explore the structured language of magic through glyphs, geometric patterns, and runic sigils that anchor arcane power to form, shape, and ritual.
Auralchemist Auralchemists study the magical properties of sound, vibration, and frequency, creating tools that manipulate harmonic resonance to influence both body and mind.
Biomancer Biomancers specialize in the manipulation of living tissue, altering, enhancing, or reprogramming biological systems through arcano-organic engineering and magical genetics.
Cryptograftician Delving into magical information theory, Cryptografticians develop arcane encryptions, protective ciphers, and logic-bound constructs to secure, ward, and obfuscate magical systems.
Eideticist Students of perception and memory, Eideticists capture and replicate experiences, illusions, and thoughts as tangible constructs through mnemonic engineering and psionic-infused design.
Fulminologist Fulminologists harness and refine electrical phenomena, weather patterns, and storm-charged energies into devices that release raw destructive force or store volatile potential.
Luminarch Luminarchs study the principles of light, optics, and radiant power, manipulating illumination, visibility, and refraction to create dazzling tools of control and revelation.
Mycologist Mycologists explore the arcane biology of fungi and spores, engineering symbiotic lifeforms, decomposing agents, and mobile spore-based tools for defense, healing, and control.
Necrosophist Necrosophists pursue the arcane science of death, undeath, and residual soul-energy, crafting devices that interact with corpses, spiritual remnants, and post-mortem mechanics.
Technomancer Technomancers bridge the arcane and the mechanical, developing complex machines and constructs that not only mimic but generate genuine magical effects, fusing invention and spellcraft into self-sustaining systems of living magic-tech.
Thaumaturgic Alchemist Thaumaturgic Alchemists blend magical and chemical theory to transform matter, transmute energies, and create reactive concoctions that alter the battlefield through precision synthesis.

 

Flash of Genius

3rd-Level Artificer Feature   You've gained the ability to come up with solutions under pressure. When you make a non-Intelligence ability check or saving throw, you can use your reaction to add your Intelligence modifier to the roll.   When you reach 7th level, you can use this feature when you or another creature you can see within 30 feet of you that can see or hear you makes a non-Intelligence ability check or saving throw.   You can use this feature a number of times equal to your Artificer Power Reservoir, regaining all expended uses when you finish a short or long rest.

Overclock Functionality

5th-Level Artificer Feature   Once per round, when you activate a Prototype Device, you may choose to overclock it, using the Overclocked features of the prototype. When you overclock a Prototype Device, it is destroyed at the end of the round, regardless of how many charges or consumables it has remaining.

Efficient Construction

6th-Level Artificer Feature   You've refined your methods for building and maintaining your devices. You may not construct Prototype Devices as a bonus action, provided you have your tools in hand.

Redundant Systems

7th-Level Artificer Feature   Your prototypes are built with fail-safes and secondary functions. When a Prototype Device fails to affect a target, you may choose to immediately redirect the effect to a new target within range with a new attack roll or saving throw.   You can use this feature a number of times equal to your Artificer Power Reservoir, regaining all expended uses when you finish a long rest.

Finished Product

10th-Level Artificer Feature   You have mastered one of your Prototype Devices, and it is no longer a prototype. Choose one Prototype Device you know. Whenever you finish a short or long rest, you can recreate that Prototype Device without it counting against your number of Prototype Devices. If the Prototype has charges, it gains double the normal number when you create it.

Chain Activation

11th-Level Artificer Feature   Your devices are designed to function in tightly sequenced bursts. When you activate a Prototype Device, you may immediately active a second, different Prototype Device as part of the same action. The second device must target the same creature or space. Once you use this feature, you cannot do so again until you finish a short or long rest.   When you reach 17th level, you may use this feature twice, regaining all expended uses when you finish a short or long rest.

Applied Ingenuity

15th-Level Artificer Feature   You can fuse your tools into near-instant solutions for a wide-range of problems.   Whenever you make an ability check using a skill or set of tools with which you are proficient, you may add your Intelligence modifier to the result. If you do, you cannot use Flash of Genius on that check.   Additionally, if you fail an ability check using a skill or set of tools with which you are proficient, you may reroll the check. You must take the new result, even if it is lower. You may use this feature a number of times equal to your Artificer Power Reservoir, regaining all expended uses when you finish a long rest.

Signature Device

18th-Level Artificer Feature   One of your devices is perfected to the point of permanence. The Prototype you chose for your Finished Product trait gains the following benefits:
  • The Device requires no charges or preparation to use.
  • The device never counts against your number of Prototype Devices created.
  • The device is not destroyed after use, and can be recovered and re-used at-will. If your Signature Device is Overclocked, it is disabled until you spend 1 minute of work recalibrating it.
  • Your Signature Device gains its Signature feature.

This is a rare option

This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.

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Hit Points

Hit Dice
1d6 per Artificer level
Hit Points at 1st Level
6 + your Constitution modifier
Hit Points at Higher Levels
1d6 (or 4) + your Constitution modifier per Artificer level after 1st

Proficiencies

Armor
Light Armor, Small Shields
Weapons
Simple Weapons, Firearms
Tools
Thieves' Tools, Tinker's Tools, One type of Artisan's Tools of your choice
Saving Throws
Constitution, Intelligence
Skills
Choose two of the following: Arcana, History, Investigation, Medicine, Nature, Perception, Psionics, and Sleight of Hand

Equipment

As an artificer, you can choose to start with 5d4x10gp to purchase starting gear or with the following equipment:
  • Any two simple weapons
  • A light crossbow and 20 bolts
  • (a) studded leather armor or (b) scale mail
  • Tinker's tools, one set of artisan's tools, and a dungeoneer's pack

Artificer Power Reservoir

Your Artificer Power Reservoir is equal to your Intelligence modifier, but is never higher than your Proficiency Bonus. At level 17 or higher, this instead equals your Intelligence modifier +1, but is never higher than your Proficiency Bonus.

Quick Build

You can make a Artificer quickly by using these suggestions. First, make your Intelligence your highest ability score, followed by Dexterity or Strength, depending on the weapons you wish to use. Second, choose the Guild Artisan background.

Multiclassing and the Artificer

If your group uses the optional multiclassing rules, here is what you need to know when you choose to take your first level in the Artificer class:
Ability Score Minimum
As a multiclass character, you must have at minimum a 13 in Intelligence to take a Artificer level or take a level in another class if you are already an Artificer.
Proficiencies Gained
If Artificer is not your initial class, you gain proficiency with thieves' tools and one set of artisan's tools of your choice.

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