Artificer

Eberron: Forge of the Artificer

Hit Die
8
Proficiencies
Constitution, Intelligence, Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
Skill Choices
2
Armor
Light Armor, Medium Armor, Shields
Weapons
Simple Weapons
Tools
Thieves' Tools, Tinker's Tools, one type of Artisan's Tools of your choice
Spellcasting Ability
Intelligence
Slot Recovery
Long Rest
Starting Wealth
150

Progression

Espacios de conjuro
Level Prof. Traits Spells PreparedTinker's MagicMagic ItemsPlans KnownReplicate ItemDrain ItemTransmute ItemFlash of GeniusSpell-Storing Cantrips 1.º2.º3.º4.º5.º
1 +2 Spellcasting, Tinker's Magic 21——————— 2 2 — — — —
2 +2 Replicate Magic Item 31242———— 2 2 — — — —
3 +2 Artificer Subclass 41242———— 2 3 — — — —
4 +2 Ability Score Improvement 51242———— 2 3 — — — —
5 +3 Rasgo de subclase 61242———— 2 4 2 — — —
6 +3 Magic Item Tinker 6135311—— 2 4 2 — — —
7 +3 Flash of Genius 71353111— 2 4 3 — — —
8 +3 Ability Score Improvement 71353111— 2 4 3 — — —
9 +4 Rasgo de subclase 91353111— 2 4 3 2 — —
10 +4 Magic Item Adept 91464111— 3 4 3 2 — —
11 +4 Spell-Storing Item 10146411110 3 4 3 3 — —
12 +4 Ability Score Improvement 10146411110 3 4 3 3 — —
13 +5 — 11146411110 3 4 3 3 1 —
14 +5 Advanced Artifice 11157511110 4 4 3 3 1 —
15 +5 Rasgo de subclase 12157511110 4 4 3 3 2 —
16 +5 Ability Score Improvement 12157511110 4 4 3 3 2 —
17 +6 — 14157511110 4 4 3 3 3 1
18 +6 Magic Item Master 14168611110 4 4 3 3 3 1
19 +6 Epic Boon 15168611110 4 4 3 3 3 2
20 +6 Soul of Artifice 15168611110 4 4 3 3 3 2

Features by level

Nivel 1

Becoming An Artificer As A Level 1 Character

As a 1st-level Artificer, you begin play with 8 + your Constitution modifier hit points.

Core Artificer Traits:

  • Primary Ability: Intelligence
  • Hit Point Die: D8 per Artificer level
  • Saving Throw Proficiencies: Constitution, Intelligence
  • Skill Proficiencies: Choose 2: Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
  • Armor Training: Light Armor, Medium Armor, Shields
  • Weapon Proficiencies: Simple weapons
  • Tool Proficiencies: Thieves' Tools, Tinker's Tools, Artisan's Tools of your choice

You start with the following equipment, in addition to the equipment granted by your background (choose A or B):

  • (A) Studded Leather Armor, Dagger, Thieves' Tools, Tinker's Tools, Dungeoneer's Pack, and 16 GP
  • (B) 150 GP

Becoming An Artificer As A Multiclass Character

Core Artificer Traits:

  • Hit Point Die: D8 per Artificer level
  • Skill Proficiencies: Choose 1: Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
  • Armor Training: Light Armor, Medium Armor, Shields
  • Tool Proficiencies: Tinker's Tools

Spellcasting

You have learned how to channel magical energy through objects.

Tools Required. You produce your Artificer spells through tools. You can use Thieves' Tools, Tinker's Tools, or another kind of Artisan's Tools with which you have proficiency as a Spellcasting Focus, and you must have one of those focuses in hand when you cast an Artificer spell (meaning the spell has an "M" component when you cast it).

Cantrips. You know two Artificer cantrips of your choice. Acid Splash and Shocking Grasp are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Artificer cantrip of your choice. When you reach Artificer levels 10 and 14, you learn another Artificer cantrip of your choice, as shown in the Cantrips column of the Artificer Features table.

Spell Slots. The Artificer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell 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. To start, choose two level 1 Artificer spells. Cure Wounds and Grease are recommended. The number of spells on your list increases as you gain Artificer levels, as shown in the Prepared Spells column below. Whenever that number increases, choose additional Artificer spells until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Artificer, your list of prepared spells can include six Artificer spells of levels 1 and 2 in any combination. If another Artificer feature gives you spells that you always have prepared, those don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Artificer spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Artificer spells for which you have spell slots.

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

LevelPrepared Spells
12
23
34
45
56
66
77
87
99
109
1110
1210
1311
1411
1512
1612
1714
1814
1915
2015

Tinker's Magic

You know the Mending cantrip. As a Magic action while holding Tinker's Tools, you can create one item in an unoccupied space within 5 feet of yourself, choosing the item from the following list:

  • Ball Bearings
  • Basket
  • Bedroll
  • Bell
  • Blanket
  • Block and Tackle
  • Bottle, Glass
  • Bucket
  • Caltrops
  • Candle
  • Crowbar
  • Flask
  • Grappling Hook
  • Hunting Trap
  • Jug
  • Lamp
  • Manacles
  • Net
  • Oil
  • Paper
  • Parchment
  • Pole
  • Pouch
  • Rope
  • Sack
  • Shovel
  • Spikes, Iron
  • String
  • Tinderbox
  • Torch
  • Vial

The item lasts until you finish a Long Rest, at which point it vanishes. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Nivel 2

Replicate Magic Item

You have learned arcane plans that you use to make magic items.

Plans Known. When you gain this feature, choose four plans to learn from the Magic Item Plans (Artificer Level 2+) table. Alchemy Jug, Cap of Water Breathing, Rope of Climbing, and Sending Stones are recommended. Whenever you gain an Artificer level, you can replace one of the plans you know with a new plan for which you qualify. You learn another plan of your choice when you reach certain Artificer levels (6th, 10th, 14th, 18th). When you choose a plan to learn, you choose it from any Magic Item Plans table for which you qualify; your qualification is based on your Artificer level.

Artificer Plans:

LevelPlans Known
2-54
6-95
10-136
14-177
18-208

Magic Item Plans:

AttunementMagic Item Plan
NoAlchemy Jug
NoBag of Holding
NoCap of Water Breathing
NoGoggles of Night
YesManifold Tool (new Artificer item)
YesRepeating Shot Weapon (new Artificer item)
NoReturning Weapon (new Artificer item)
NoRope of Climbing
NoSending Stones
NoShield +1
NoWand of Magic Detection
NoWand of Secrets
YesWand of the War Mage +1
NoWeapon +1
NoWraps of Unarmed Power +1
VariesCommon magic item that isn't a Potion, a Scroll, or cursed (you can learn this option multiple times and must select a different item each time; each item selected counts as a different plan)

Creating an Item. When you finish a Long Rest, you can create one or two different magic items if you have Tinker's Tools in hand. Each item is based on one of the plans you know for this feature. If a created item requires Attunement, you can attune yourself to it the instant you create it. If you decide to attune to the item later, you must do so using the normal process for Attunement. When you reach certain Artificer levels (6th, 10th, 14th, 18th), the number of magic items you can create at the end of a Long Rest increases. Each item you create must be based on a different plan you know. You can't have more magic items from this feature than the number shown in the Magic Items column of the Artificer Features table for your level. If you try to exceed your maximum number of magic items for this feature, the oldest item vanishes, and then the new item appears.

Magic Items:

LevelMagic Items Created (Maximum)
2-52
6-93
10-134
14-175
18-206

Duration. A magic item created by this feature functions exactly like the normal magic item, except its magic isn't permanent. When you die, the magic item vanishes after 1d4 days. If you replace a plan you know with a new plan, any magic item created with the replaced plan immediately vanishes. If an item that you created with this feature is a container, such as a Bag of Holding, and it vanishes, its contents harmlessly appear in and around its space.

Spellcasting Focus. You can use any Wand or Weapon created by this feature as a Spellcasting Focus in lieu of using a set of Artisan's Tools.

Nivel 3

Artificer Subclass

You gain an Artificer subclass of your choice. A subclass is a specialization that grants you features at certain Artificer levels. For the rest of your career, you gain each of your subclass's features that are of your Artificer level or lower.

Nivel 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 Artificer levels 8, 12, and 16.

Nivel 6

Magic Item Tinker

Your Replicate Magic Item feature gains the following options.

Charge Magic Item. As a Bonus Action, you can touch a magic item within 5 feet of yourself that you created with Replicate Magic Item and that uses charges. You expend a level 1+ spell slot and recharge the item. The number of charges the item regains is equal to the level of spell slot expended.

Drain Magic Item. As a Bonus Action, you can touch a magic item within 5 feet of yourself that you created with Replicate Magic Item and cause the item to vanish, converting its magical energy into a spell slot. The slot is level 1 if the item is Common or level 2 if the item is Uncommon or Rare. Once you use this feature, you can't do so again until you finish a Long Rest. Any spell slot you create with this feature vanishes when you finish a Long Rest.

Transmute Magic Item. As a Magic action, you can touch one magic item within 5 feet of yourself that you created with Replicate Magic Item and transform it into a different magic item. The resulting item must be based on a magic item plan you know. Once you use this feature, you can't do so again until you finish a Long Rest.

Expanded Replication. When you learn a plan for your Replicate Magic Item feature, you can now also choose from the Magic Item Plans (Artificer Level 6+) table.

Magic Item Plans (Artificer Level 6+):

Magic Item PlanAttunement
Armor +1No
Boots of ElvenkindNo
Boots of the Winding PathYes
Cloak of ElvenkindYes
Cloak of the Manta RayYes
Dazzling WeaponYes
Eyes of CharmingYes
Eyes of Minute SeeingNo
Gloves of ThieveryNo
Helm of AwarenessNo
Lantern of RevealingNo
Mind SharpenerYes
Necklace of AdaptationYes
Pipes of HauntingNo
Repulsion ShieldNo
Ring of SwimmingNo
Ring of Water WalkingNo
Sentinel ShieldNo
Spell-Refueling RingYes
Wand of Magic MissilesNo
Wand of WebYes
Weapon of WarningYes

Nivel 7

Flash of Genius

When you or a creature you can see within 30 feet of you fails an ability check or a saving throw, you can take a Reaction to add a bonus to the roll, potentially causing it to succeed. The bonus equals your Intelligence modifier (minimum of +1). You can take 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.

Nivel 8

Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Nivel 10

Magic Item Adept

You've achieved a profound understanding of how to use and make magic items, granting you the following benefits.

Additional Attunement. You can attune to up to four magic items at once rather than three.

Expanded Replication. When you learn a plan for your Replicate Magic Item feature, you can now also choose from the Magic Item Plans (Artificer Level 10+) table.

Magic Item Plans (Artificer Level 10+):

Magic Item PlanAttunement
Armor of ResistanceYes
Dagger of Venom +1No
Elven Chain +1No
Ring of Feather FallingYes
Ring of JumpingYes
Ring of Mind ShieldingYes
Shield +2No
Wand of the War Mage +2Yes
Weapon +2No
Wraps of Unarmed Power +2No

Uncommon Wondrous Item that isn't cursed* | Varies

  • You can learn this option multiple times and must select a different item each time; each item selected counts as a different plan

Nivel 11

Spell-Storing Item

Whenever you finish a Long Rest, you can touch one Simple or Martial weapon or one item that you can use as a Spellcasting Focus, and you store a spell in it, choosing a level 1, 2, or 3 Artificer spell that has a casting time of an action and doesn't require a Material component with a gold cost that is consumed by the spell (you needn't have the spell prepared). While holding the object, a creature can take a Magic action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires Concentration, the creature must concentrate. Once a creature has used the object to produce the spell's effect, the object can't be used this way again until the start of the creature's next turn. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

Nivel 12

Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Nivel 14

Advanced Artifice

Your skill with magic items deepens, granting you the following benefits.

Magic Item Savant. You can attune to up to five magic items at once rather than three.

Refreshed Genius. When you finish a Short Rest, you regain one expended use of your Flash of Genius feature.

Expanded Replication. When you learn a plan for your Replicate Magic Item feature, you can now also choose from the Magic Item Plans (Artificer Level 14+) table.

Magic Item Plans (Artificer Level 14+):

Magic Item PlanAttunement
Armor +2No
Arrow-Catching ShieldYes
Flame TongueYes
Ring of Free ActionYes
Ring of ProtectionYes
Ring of the RamYes
Rare Wondrous Item that isn't cursed*Varies
  • You can learn this option multiple times and must select a different item each time; each item selected counts as a different plan

Nivel 16

Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Nivel 18

Magic Item Master

You can now attune to up to six magic items at once rather than three.

Nivel 19

Epic Boon

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

Nivel 20

Soul of Artifice

You have developed a mystical connection to your magic items, which you can draw on for aid. You gain the following benefits.

Cheat Death. If you're reduced to 0 Hit Points but not killed outright, you can disintegrate any number of Uncommon or Rare magic items created by your Replicate Magic Item feature. If you do so, your Hit Points instead change to a number equal to 20 times the number of magic items disintegrated.

Magical Guidance. When you finish a Short Rest, you regain all expended uses of your Flash of Genius if you have Attunement to at least one magic item.

Subclasses (7)

Traits

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.

Spells (99)