Artificer

Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections.   Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use an alchemist's supplies to create a potent elixir, a calligrapher's supplies to inscribe a sigil of power, or tinker's tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.   You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.
The Artificer Spell Slots per Spell Level
Level Proficiency Bonus Features Maintenance Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Magical Tinkering 2 2 2 - - - -
2nd +2 Infuse Item 3 2 2 - - - -
3rd +2 Artificer Specialist 3 2 3 - - - -
4th +2 Ability Score Improvement 4 2 3 - - - -
5th +3 Artificer Specialist feature 4 2 4 2 - - -
6th +3 Tool Expertise, Flash of Genius 4 2 4 2 - - -
7th +3 Potent Catalyst 5 2 4 3 - - -
8th +3 Ability Score Improvement 5 2 4 3 - - -
9th +4 Artificer Specialist feature 5 2 4 3 2 - -
10th +4 Magic Item Adept 6 3 4 3 2 - -
11th +4 Over Charged Catalysts 6 3 4 3 3 - -
12th +4 Ability Score Improvement 6 3 4 3 3 - -
13th +5 7 3 4 3 3 1 -
14th +5 Magic Item Savant 7 4 4 3 3 1 -
15th +5 Artificer Specialist feature 7 4 4 3 3 2 -
16th +5 Ability Score Improvement, Magic Item Master 8 4 4 3 3 2 -
17th +6 8 4 4 3 3 3 1
18th +6 Soul of Artifice 8 4 4 3 3 3 1
19th +6 Ability Score Improvement 9 4 4 3 3 3 2
20th +6 Master Crafter 9 4 4 3 3 3 2

Class Features

As an artificer, you gain the following class features.
Hit Points
Hit Dice: 1d8 per artificer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st
Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Two tool's of your choise.
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

Equipment

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

  • any two simple weapons
  • a light crossbow and 20 bolts
  • (a) studded leather armor or (b) scale mail
  • one tool of your choise and a dungeoneer’s pack
  • A spellbook
 

Spellcasting

You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and hand made components.
Spell Slots

The Artificer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Memorised Spells

You are capable of memorising a number of spells equal to your Arcana Skill Modifier (to a minimum of 0). The spells memorised can be of any level between 0 and 9.

To memorise a new spell, you need to spend 6 + 2 times spell level in hours partaking in a ritual/study session to learn and memorise the spell or exchange a spell that you memorised with a new spell. And the spell you are memorising to must be from a creature that also memorised it, or scripture containing information on the spell, such as a scroll or spell book.

Repaired Spells

You are also capable of preparing a number of spells equal to either your Inteligence Modifier or half your Artificer level, witch ever is higher.

To be able to prepare spells, you need a spellbook, or a object that serves the function of a spellbook, and the ability to read and write in one language. This will serves as your repertoire of magic, through 1 hour of prayer and meditation with your spellbook you can change out one of your spells with another write in your book.

Spellbook Rules
Your spellbook

The spells that you add to your spellbook reflect the magic research you conduct on your own, insight into the power you draw from and how it can be used. To expand this knowledge you must seek out locations, people and powerful entities to learn from. Seeking out organisations dedicated to magic is a safe bet to find new spells. You could also discover a spell recorded on a scroll, the mural on the wall in a temple, or in a dusty tome from the corner of an old library.

Copying a Spell into the Book. When you find a new spell, you can add it to your spellbook if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the caster who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook or your memory into another book. If you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. This also includes spells from your memory.

If you lose your spellbook. You are unable to prepare your spells, the spells you have prepared will be cast-able for the duration of 3 days. At the end of that time, any prepared spell will no longer be prepared for you, on account that their intricate castings slipped out of your mind.

If you want to make copies of your notes, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many practitioners of the magic arts keep backup spellbook in a safe place.

Spellcasting Ability
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield arcane magic, but you rely on your creations to fully realice you magic. 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 Intelligence modifier
Spell attack modifier = your Intelligence modifier
Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your arcane spells. Items such as wands made from trees grown in enviroments with potent magical ambiance, or have a magical core made from a magical creature such as dragon heart string or unicorn hair. Crystal balls made from magical quarts can be used as well.

The catalyst you create serves as a Spellcasting Focus, but only for the spell the catalyst was made to cast.

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

Magical Tinkering

At 1st level, you've learned how to build objects that enhance your spell casting. Unlike other spell casters, Artifices are able to use their skill with tools to craft items that cast their magic for them. These items called "Catalyst", witch serves to cast your spells for you with greater potency. You have to be proficint in one set of tools gain the benefit of one type of tinkering. An artificer can only be one type of tinkerer at a time.

Build and Design. By spending 8 hours to sit down and craft, you work with your chosen tool to create the a catalyst and designate what spell it is made to cast. By using material worth 5 + 5 times the spells level in Gold, you build the catalyst with the function and effect of one spell that you know, for memory or from your spellbook.

Charged. The catalyst dose not work unless it is charged with your spellslots. At the end of a short or long rest, you can refuel/recharge the catalyst by expend a number of your spell slots of your choice. The spell slots used must be of the same level. The catalyst remain charged until the end of your next long rest.

Operating. While holding the catalyst, a creature can take the required action or time to activate and produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature operating the catalyst must concentrate once they activate it. When you use your own catalyst while you have the the spell prepared or memorized, you add your proficiency modifier to the save DC and spell attack.


Crafter

You focus on creating and maintaining enchanted items. The catalyst takes the form of gear, such as weapons, armor or rings. You convert the non magical item to be a catalyst, storing the spell within. It can be wielded like a weapon or worn like armor due to its design.

Catalyst bonus: 2 Catalsyts of your choise don't count against the number of enchantments you have to maintian. Provided that you have them on your person at the end of a long rest.

You need to be proficent in one of the following tools to be a crafter.
Smith's Tools, Woodcarver’s Tools, Jeweler’s Tools
Brewer

Coercing and magic through brewing potions comes natural to you. The catalyst takes the form of potions, stimulants and crystallized compounds. When you recharge your catalyst, you brew and fill up vials or bottles that you have on hand.

Catalyst bonus: Using this type of catalyst requires no vocal components. It can even be thrown at a target with a range of 20 feet if it is a touch spell.

Chose one of the following to tools to be proficient in.
Alchemist’s Supplies, Brewer's Supplies, Herbalism kit
Scribe

You have an affinity to channel magic through scrips and runes. The catalyst takes the form of scrolls and written enchantments. Once some one uses the catalyst scroll, you have to draw and write a new one.

Catalyst bonus: You are able to add your proficiency modifier to attack and save DC even if you haven't prepared the spell, but you still have to have it in your spell book.

Chose one of the following to tools to be proficient in.
Cartographer’s Tools, Calligrapher’s Supplies, Forgery Kit
 

Maintenance

While you have the ability to impart your magic into a physical object, this infusion is still a delicate and work intensive process. To keep your creation functional, you have to constantly reapply and adjust your magical entrenchment to maintain its effect.

While the amount of Infusions and Catalyst you can create are limited to the resources you have access to, your ability to maintain the magical enchaments in optimal condition is debened on your experience as a artificer. Since the arcane magic bonded to these items are delicate, they are viable to disapate if left alone. You have to constantly maintain them in order to keep them operational. The number of Catalysts and Infusions you can safely keep active at one time is equal to the value dispalyed under maninenace in the class table, the higher your level in the class the more skill you have to maintain more magical items.

Overburdened. If your number of Catalysts or Infusions exceed the maintenance amount, the arcane magic tends to glitch out or diminsh in its effect. Upon catalyst or infusion use, the user or wearer must roll a arcana check against the artificers Glitch DC. On a failure, the efect don't go of and the user waste their action.

  • Attack. If the effect is made as part of an attack, use the attack result instead.
  • Passive roll a raw d20 upon the moment it's effect becomes relevant.

Glitch DC: 10 + 2 for every item above the maintenance limit.  

Infuse Item

At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions that arent based of your spells, turning those objects into magic items. The artificer has a list of enchamntets that they can learn as they gain experiance. But since it's an infusion, the effect is only as permanent as you are able to maintain it. Since you haven't perfomed the last nesesary step that otherwise would make the magic permanetly stick. All infusion you know is stored in your spell books as arcane blueprints.

Power Magic Item. While all creatures that are capable of using tools can craft magical items, Artificers are unique in that they are able to do so with grater leanacy. You still need to learn how the magic item is made, gather the required materials and build it. Or find a suitbile existing nonmagica item that allready fits the requerments to make the item magical. Using infusion, you can forgo the last step/ritual/enchantment that is required to compleate the magical item. To make the magic stick to the amterial and function as intended. Provided that it's an item powerd by arcane magic, you can use the infusion feature to make it work.

 
Learn Infusions

When you gain this feature, pick four artificer infusions that you have learn. You learn additional infusions by spending downtime researching and tinkering to discover the methoud of making the infusion posible. You need to spend 1 week in a secure location with acces to a workstation to perfom the Downtime Activity: Research. You need about 4 pieces of lore to learn one additonal infusion form your list uniqie to artificers.

Analyze Magic Item. Like all other classes, you are able to stydy an magical item and learn how it works in order to make a blueprint. However, when a Artificers succesfuly learn how a magic item works, they add it's magica effect as another infusion into their spellbook. The cost of piece of lore requierd of learning goes up depending on the rarity of the item. As seen here.

 
Infusing an 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. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.

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

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

 

Artificer Specialist

At 3rd level, you choose the type of specialist you are. Your choice grants you features at 5th level and again at 9th and 15th level.
Specialty Source
Alchemist Tasha's Cauldron of Everything
Eberron: Rising from the Last War
Armorer Tasha's Cauldron of Everything
Artillerist Tasha's Cauldron of Everything
Eberron: Rising from the Last War
Battle Smith Tasha's Cauldron of Everything
Eberron: Rising from the Last War
Forge Adept Exploring Eberron
Maverick Exploring Eberron
Archivist Unearthed Arcana 58 - Artificer
 
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. adw  
Tool Expertise
At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.  
Flash of Genius

At 6th level, you've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

 
Potent Catalyst
At 7th level, you've learned how to properly utilise your tinkered items.   Crafter. The wielder of the catalyst is able to directly expend their own Spell slot to activate the spell effect of the Catalyst.   Alchemist Spells that requires concentration are able to be cast without the need to hold concentaion, the duration of the spell is however reduced. Spels with a 8 hours duration becomes 1 hour, 1 hour becomes 10 minuits, and 10 minutes becomes 1 minute.   Scribe Any one who uses your scrols are able to add your proficensy modfier to the spells Save DC and Attack.  
Magic Item Adept
When you reach 10th level, you achieve a profound understanding of how to use and make magic items:
  • You can attune to up to four magic items at once.
  • If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
 
Over Charged Catalysts
At 11th level, you can now add extra charges to your catalysts. Whenever you finish a long rest, you can touch one of your constructed catalyst and use your magical knowhow to supercharge it. The Catalyst gain a pool of charges equal to twice your Intelligence modifier (minimum of two). Rather than expending a spell slot, the catalyst expends a number of charges equal to the spell level in the catalysts. Once the catalyst have used up all of the charges or there are not enough charge to cast its spell, it will requer spell slots as normal.  
Magic Item Savant
At 14th level, your skill with magic items deepens more:
  • You can attune to up to five magic items at once.
  • You ignore all class, race, spell and level requirements on attuning to or using a magic item.
 
Magic Item Master
Starting at 16th level, you can attune up to six magic items at once.  
Soul of Artifice
At 18th level, you develop a mystical connection to your magic items, which you can draw on for protection:
  • You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
  • If you're reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.