Artificer

Class Features

As an artificer, you gain the following 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
Weapons: Simple weapons, hand crossbows, longswords, shortswords, warhammers
Tools: Three artisan’s tools of your choice

Saving Throw Proficiencies: Intelligence, Wisdom
Skills: Choose two from any of the following: Arcana, History, Investigation, Medicine, Perception, Persuasion

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

  • A warhammer, short sword, or any simple weapon
  • A burglar’s pack or a dungeoneer’s pack
  • Tinker’s tools, alchemist’s supplies, or any other artisan’s tools
  • Leather armor and a dagger

Spellcasting

You have learned to weave enchantments and spells from the arcane frameworks found within objects. See chapter 10 of the Player’s Handbook for the general rules of spellcasting.

Cantrips
You know two cantrips of your choice from the artificer spell list. You learn additional artificer cantrips of your choice at higher level,s as shown in the Cantrips Known column of the Artificer table.

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.

Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the artificer spell list.

You gain spells and cantrips at the same rate that a bard does. Refer to the Player’s Handbook for more information.

Additionally, when you gain a level in this class, you can choose one of the artificer spells you know and replace it with another spell from the artificer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Intelligence is your spellcasting ability for your artificer spells, since you learn your spells through the study of magic items, enchantment, and engineering. You use your Intelligence whenever a 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 any artificer spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus
You can use an artisan’s tool (found in chapter 5 of the Player’s Handbook) as a spellcasting focus for your spells.

Infusions

You can infuse others’ items with arcane energy. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you that you can see. That creature gains one Infusion die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Infusion die, but must decide before the DM says whether the roll succeeds or fails. Once the Infusion die is rolled, it is lost. A creature can have only one Infusion die at a time. If a creature also has a Bardic Inspiration die, it must choose which die to apply – it cannot apply both to the same die roll.

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

Your Infusion die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Minor Alchemy

Starting at 2nd level, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. This feature functions as the School of Transmutation feature of the same name on page 119 of the Player’s Handbook.

Healing Infusions

Beginning at 2nd level, you can augment the latent arcane energy within your allies’ equipment to revitalize them during a short rest. If you or any friendly creatures you can see regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Artifice Specialty

At 3rd level, you delve into the advanced techniques of a specific field of artifice: Tinkering or Battlesmithing, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.

Expertise

At 3rd level, choose two of your tool proficiencies, or one of your skill proficiencies and one of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose another two tool proficiencies or one skill proficiency and one tool proficiency to gain this benefit.

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.

Infusion Crafter

Beginning when you reach 5th level, you regain all of your expended uses of Infusion when you finish a short or long rest.

Transmuter’s Stone

Starting at 6th level, you can spend 8 hours creating a transmuter’s stone that stores transmutation magic. This feature functions as the School of Transmutation feature of the same name on page 119 of the Player’s Handbook.

Infuse Self

Starting at 10th level, when you make an ability check, you can expend one use of Infusion. Roll an Infusion die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.

Infusion Mastery

At 20th level, when you roll initiative and have no uses of Infusion left, you regain one use.

Artifice Specialties

Tinkering

Minor Conjuration
At 3rd level, you are able to quickly cobble together short-lived items from bits and pieces of materials and ambient magic. This feature functions as the School of Conjuration feature of the same name on page 116 of the Player’s Handbook.

Focused Tinkering
Beginning at 6th level, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.

Durable Summons
Starting at 14th level, you gain the School of Conjuration feature of the same name on page 116 of the Player’s Handbook.

Battlesmithing

Bonus Proficiencies
When you select the Battlesmithing specialty at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

Battle Infusion
Also at 3rd level, you learn to create more potent infusions for combat use. A creature that has an Infusion die from you can use the die on a weapon damage roll. Alternatively, when an attack roll is made against the creature, it can use its reaction to apply the die to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

Extra Attack
Starting at 6th level, you can attack twice whenever you take the Attack action on your turn.

Battle Magic
At 14th level, you gain the bard feature of the same name on page 55 of the Player’s Handbook.

Artificer

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