| Level | Proficiency Bonus | Features | Infusions Known | Infused Items | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Magical Tinkering, Spellcasting | - | - | 2 | 2 | - | - | - | - |
| 2nd | +2 | Infuse Item | 4 | 2 | 2 | 2 | - | - | - | - |
| 3rd | +2 | Artificer Specialist, The Right Tool for the Job | 4 | 2 | 2 | 3 | - | - | - | - |
| 4th | +2 | Ability Score Improvement | 4 | 2 | 2 | 3 | - | - | - | - |
| 5th | +3 | Artificer Specialist feature | 4 | 2 | 2 | 4 | 2 | - | - | - |
| 6th | +3 | Tool Expertise | 6 | 3 | 2 | 4 | 2 | - | - | - |
| 7th | +3 | Flash of Genius | 6 | 3 | 2 | 4 | 3 | - | - | - |
| 8th | +3 | Ability Score Improvement | 6 | 3 | 2 | 4 | 3 | - | - | - |
| 9th | +4 | Artificer Specialist feature | 6 | 3 | 2 | 4 | 3 | 2 | - | - |
| 10th | +4 | Magic Item Adept | 8 | 4 | 3 | 4 | 3 | 2 | - | - |
| 11th | +4 | Spell-Storing Item | 8 | 4 | 3 | 4 | 3 | 3 | - | - |
| 12th | +4 | Ability Score Improvement | 8 | 4 | 3 | 4 | 3 | 3 | - | - |
| 13th | +5 | - | 8 | 4 | 3 | 4 | 3 | 3 | 1 | - |
| 14th | +5 | Magic Item Savant | 10 | 5 | 4 | 4 | 3 | 3 | 1 | - |
| 15th | +5 | Artificer Specialist feature | 10 | 5 | 4 | 4 | 3 | 3 | 2 | - |
| 16th | +5 | Ability Score Improvement | 10 | 5 | 4 | 4 | 3 | 3 | 2 | - |
| 17th | +6 | - | 10 | 5 | 4 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Magic Item Master | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Soul of Artifice | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
| 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. |