Artificer

Level Proficiency Bonus Features Infusions Known Infused Items Cantrips Known 1st 2nd 3rd 4th 5th
1st+2Magical Tinkering, Spellcasting--22----
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+5-8434331-
14th+5Magic Item Savant10544331-
15th+5Artificer Specialist feature10544332-
16th+5Ability Score Improvement10544332-
17th+6-105443331
18th+6Magic Item Master126443331
19th+6Ability Score Improvement126443332
20th+6Soul of Artifice126443332

Class Resources
Spell List
Infusions

Subclasses
Alchemist
Armorer
Artillerist
Battle Smith


Starting Class features

Hit Dice Hit Points at 1st Level Hit Points at Higher Levels
1d8 per artificer level 8 + your Constitution modifier 1d8 (or 5) + your Constitution modifier per artificer level after 1st

Armor Proficiencies Weapon Proficiencies Tool Proficiencies
Light armor, medium armor, shields Simple weapons Thieves' tools, tinker’s tools, one type of artisan’s tools of your choice

Saving Throws Skills
Constitution, Intelligence Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

A light crossbow and 20 bolts
Studded leather armor or Scale mail
Thieves’ tools and a dungeoneer’s pack

Alternatively, 5d4 × 10 starting gold




Feature Description Level
Firearm Proficiency (Optional) If firearms are used in the campaign, artificers are proficient with them. 1st
Magical Tinkering At 1st level, you can imbue small objects with magical effects like emitting light, playing a recorded message, producing a sound or scent, or displaying a static visual effect. 1st
Spellcasting Uses tools as a spellcasting focus. Cantrips at 1st level, spells must be prepared based on Intelligence modifier + half artificer level. 1st
Infuse Item At 2nd level, you can imbue nonmagical items with magical infusions, turning them into magic items. 2nd
Artificer Specialist At 3rd level, choose a specialization that grants additional features at 5th, 9th, and 15th levels. 3rd
The Right Tool for the Job At 3rd level, you can magically create one set of artisan’s tools with 1 hour of work. 3rd
Ability Score Improvement At 4th, 8th, 12th, 16th, and 19th level, increase one ability score by 2 or two scores by 1 (max 20). 4th, 8th, 12th, 16th, 19th
Tool Expertise At 6th level, your proficiency bonus is doubled for ability checks using a tool proficiency. 6th
Flash of Genius At 7th level, use a reaction to add Intelligence modifier to an ability check or saving throw (uses equal to Intelligence modifier, regained on long rest). 7th
Magic Item Adept At 10th level, you can attune to 4 magic items and craft common/uncommon items faster and cheaper. 10th
Spell-Storing Item At 11th level, store a 1st- or 2nd-level spell in an item for repeated use (times equal to 2 × Intelligence modifier). 11th
Magic Item Savant At 14th level, attune to 5 items and ignore class/race/spell/level requirements for magic items. 14th
Magic Item Master At 18th level, attune to 6 magic items at once. 18th
Soul of Artifice At 20th level, gain +1 to all saving throws per attuned item, and sacrifice an infusion to drop to 1 HP instead of 0. 20th

Feature Spellcasting Information
Spellcasting You study the workings of magic, casting spells through objects and inventions. You appear to produce magic from mundane items and tools.
Tools Required You must have a spellcasting focus (thieves' tools or artisan's tools) in hand to cast spells with the "M" component. You must be proficient with the tools used as a focus. After gaining Infuse Item (2nd level), you can use any item with an infusion as a spellcasting focus.
Cantrips (0-Level Spells) At 1st level, you know two cantrips of your choice from the artificer spell list. You can learn more cantrips as you level up, replacing a cantrip you know when you gain a level in this class.
Preparing and Casting Spells The number of spell slots you have is shown on the Artificer table. To cast a spell, expend a spell slot of the appropriate level or higher. You regain all expended spell slots after a long rest. Prepare a number of spells equal to your Intelligence modifier + half your artificer level (rounded down, minimum of 1). You can change your prepared spells after a long rest.
Spellcasting Ability Intelligence is your spellcasting ability for artificer spells. You use your Intelligence modifier when making attack rolls or setting the DC for a spell. The formula for your spell save DC is: 8 + proficiency bonus + Intelligence modifier, and for spell attack rolls: proficiency bonus + Intelligence modifier.