D&D Portal Rules Wiki

Multiclassing

To multiclass into or out of Artificer, a character needs Intelligence 13 or higher.

Hit Points

  • Hit Dice: 1d8 per Artificer level
  • Hit Points at 1st Level: 8 + Constitution modifier
  • Hit Points at Higher Levels: 1d8 or 5 + Constitution modifier per Artificer level after 1st

Proficiencies

  • Armor: Light armor, medium armor, and shields
  • Weapons: Simple weapons
  • Tools: Thieves' tools, tinker's tools, and one type of artisan's tools of your choice
  • Saving Throws: Constitution and Intelligence
  • Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand

Firearm Proficiency Optional

If firearms exist in the campaign and your Artificer has been trained or exposed to their operation, the Dungeon Master may grant you proficiency with firearms.

Starting Equipment

Choose from each option where a choice is listed:

  • Any two simple weapons
  • A light crossbow with 20 bolts
  • Studded leather armor or scale mail
  • Thieves' tools and a dungeoneer's pack

Alternatively, you may begin with 5d4 × 10 gp to purchase equipment.

Artificer Progression

Artificers gain spellcasting, magical infusions, improved magic-item attunement, and specialist features as they advance. Specialist features are gained at 3rd, 5th, 9th, and 15th level.

The Artificer
LevelProficiency BonusFeaturesInfusions KnownInfused ItemsCantrips Known1st2nd3rd4th5th
1st+2Magical Tinkering, Spellcasting22
2nd+2Infuse Item4222
3rd+2Artificer Specialist, The Right Tool for the Job4223
4th+2Ability Score Improvement4223
5th+3Artificer Specialist feature42242
6th+3Tool Expertise63242
7th+3Flash of Genius63243
8th+3Ability Score Improvement63243
9th+4Artificer Specialist feature632432
10th+4Magic Item Adept843432
11th+4Spell-Storing Item843433
12th+4Ability Score Improvement843433
13th+58434331
14th+5Magic Item Savant10544331
15th+5Artificer Specialist feature10544332
16th+5Ability Score Improvement10544332
17th+6105443331
18th+6Magic Item Master126443331
19th+6Ability Score Improvement126443332
20th+6Soul of Artifice126443332

Class Features

Magical Tinkering

At 1st level, you can use thieves' tools or artisan's tools to place a minor magical effect into a Tiny nonmagical object. As an action, you can make the object produce one of the following effects:

  • Bright light in a 5-foot radius and dim light for another 5 feet
  • A recorded message lasting no longer than 6 seconds
  • A continuous nonverbal sound or odor
  • A static image, symbol, pattern, or written message of up to 25 words

The effect lasts until you end it. You can maintain a number of affected objects equal to your Intelligence modifier, with a minimum of one. Creating another effect beyond this limit causes the oldest one to end.

Spellcasting

At 1st level, you learn to produce magical effects through inventions, ingredients, runes, and specialized tools. Intelligence is your spellcasting ability for Artificer spells.

Tools Required

You must hold thieves' tools or artisan's tools with which you are proficient when casting an Artificer spell. Your tools function as a spellcasting focus, and each Artificer spell is treated as having a material component when you cast it through this feature.

After gaining Infuse Item, one of your infused items can also serve as your spellcasting focus.

Cantrips

You know two Artificer cantrips at 1st level. You learn additional cantrips as shown in the Artificer table. Whenever you gain an Artificer level, you may replace one Artificer cantrip you know with another Artificer cantrip.

Preparing Spells

After a long rest, prepare a number of Artificer spells equal to your Intelligence modifier + half your Artificer level, rounded down. You always prepare at least one spell, and each prepared spell must be of a level for which you have spell slots.

Casting a prepared spell does not remove it from your prepared-spell list. You regain all expended spell slots when you finish a long rest.

Spellcasting Ability

  • Spell save DC: 8 + proficiency bonus + Intelligence modifier
  • Spell attack modifier: proficiency bonus + Intelligence modifier

Ritual Casting

You can cast a prepared Artificer spell as a ritual when that spell has the ritual tag.

Infuse Item

At 2nd level, you learn Artificer infusions that transform ordinary equipment into temporary magic items. You initially know four infusions and learn more as shown in the Artificer table.

Whenever you gain an Artificer level, you may replace one infusion you know with another infusion for which you qualify.

Infusing an Item

At the end of a long rest, touch a nonmagical object and apply one infusion that is compatible with that type of object. The item remains infused until the infusion ends, you replace it, or a number of days equal to your Intelligence modifier pass after your death.

You can maintain the number of infused items shown in the Artificer table. Each known infusion can normally be active in only one object, and an object can contain only one of your infusions.

If an infusion requires attunement, you may attune to the object immediately when you create it.

Artificer Specialist

At 3rd level, choose a specialist that represents the main purpose and style of your inventions. Your specialist grants features at 3rd, 5th, 9th, and 15th level.

The Right Tool for the Job

At 3rd level, you can magically create one set of artisan's tools. You must have thieves' tools or another set of artisan's tools in hand and spend 1 hour working in an unoccupied space within 5 feet of you.

This work may be completed during a short or long rest. The created tools are nonmagical and disappear when you use this feature again.

Ability Score Improvement

At 4th, 8th, 12th, 16th, and 19th level, improve your ability scores within the normal limits. You may choose a feat instead when the campaign allows feats.

Tool Expertise

At 6th level, double your proficiency bonus for any ability check that uses a tool proficiency you possess.

Flash of Genius

From 7th level, when you or another creature you can see within 30 feet makes an ability check or saving throw, you may use your reaction to add your Intelligence modifier to the roll.

You may use this feature a number of times equal to your Intelligence modifier, with a minimum of once. You regain all uses after a long rest.

Magic Item Adept

At 10th level, your understanding of magic items improves:

  • You can be attuned to as many as four magic items simultaneously.
  • Crafting a common or uncommon magic item requires one-quarter of the normal time and half of the normal gold cost.

Spell-Storing Item

At 11th level, when you finish a long rest, you may store one Artificer spell in a simple or martial weapon or an object you can use as a spellcasting focus.

Choose a 1st- or 2nd-level Artificer spell with a casting time of 1 action. You do not need to have the spell prepared. A creature holding the item can use an action to produce the spell's effect using your spellcasting ability.

The item can produce the spell a number of times equal to twice your Intelligence modifier, with a minimum of twice. The stored spell disappears when all uses are spent or when you use this feature again.

Magic Item Savant

At 14th level, your command of magic items deepens:

  • You can be attuned to as many as five magic items simultaneously.
  • You ignore class, species, spell, and level requirements when attuning to or using a magic item.

Magic Item Master

At 18th level, you can be attuned to as many as six magic items simultaneously.

Soul of Artifice

At 20th level, your connection to your creations grants the following benefits:

  • You gain a +1 bonus to every saving throw for each magic item to which you are currently attuned.
  • When you are reduced to 0 hit points without being killed outright, you can use your reaction to end one of your active infusions and fall to 1 hit point instead.

Artificer specialists

These pages document our table rulings and campaign setting. When in doubt, ask the DM.