Artificer
Artificer
Source: 2D, Tasha's Cauldron of Everything
The Artificer
Level | Proficiency Bonus | Features | Infusions Known | Infusions Active | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Makeshift Magic, Emergency Recalibration, Magic Item Adept | — | — | 3 | 2 | — | — | — | — |
2nd | +2 | Infusions, Artificer Combat Tactics I | 4 | 2 | 3 | 2 | — | — | — | — |
3rd | +2 | Artificer Specialist, Sustaining Attunement | 4 | 2 | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 2 | 3 | 3 | — | — | — | — |
5th | +3 | Artificer Combat Tactics II | 4 | 2 | 3 | 4 | 2 | — | — | — |
6th | +3 | Tool Expertise | 6 | 3 | 3 | 4 | 2 | — | — | — |
7th | +3 | Artificer Specialist feature, Flash of Genius | 6 | 3 | 3 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 6 | 3 | 3 | 4 | 3 | — | — | — |
9th | +4 | — | 6 | 3 | 3 | 4 | 3 | 2 | — | — |
10th | +4 | Extra Attunement (4 attunements) | 8 | 4 | 4 | 4 | 3 | 2 | — | — |
11th | +4 | Artificer Specialist feature | 8 | 4 | 4 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 8 | 4 | 4 | 4 | 3 | 3 | — | — |
13th | +5 | — | 8 | 4 | 4 | 4 | 3 | 3 | 1 | — |
14th | +5 | Extra Attunement (5 attunements) | 10 | 5 | 5 | 4 | 3 | 3 | 1 | — |
15th | +5 | Artificer Specialist feature | 10 | 5 | 5 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 10 | 5 | 5 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 10 | 5 | 5 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Extra Attunement (6 attunements) | 12 | 6 | 5 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Greater Ability Score Improvement | 12 | 6 | 5 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Ultimate Artifice | 12 | 6 | 5 | 4 | 3 | 3 | 3 | 2 |
Class Features
Hit Points
Hit Dice: 1d8 per artificer level
Hit Points at 1st Level: 18
Hit Points Gained at Each Artificer Level After 1st: 8
Hit Points at 1st Level: 18
Hit Points Gained at Each Artificer Level After 1st: 8
Proficiencies
Armor: Light and medium armor, light and medium shields
Weapons: Simple weapons
Tools: One type of artisan's tools of your choice
Weapons: Simple weapons
Tools: One type of artisan's tools of your choice
Saving Throws: Choose two from Dexterity, Constitution, and Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand
Multiclassing
Ability Score Minimum: Intelligence 1
Proficiencies Gained: Light and medium armor, light and medium shields, simple weapons, one type of artisan's tools of your choice
Proficiencies Gained: Light and medium armor, light and medium shields, simple weapons, one type of artisan's tools of your choice
Equipment
You start with the following equipment:
- (a) any two simple melee weapons or (b) a light crossbow and 20 bolts
- (a) studded leather or (b) scale mail
- A dungeoneer's pack and one type of artisan's tools
Alternatively, you can forgo the equipment here and buy 5d4 × 10 gp worth of equipment.
Makeshift Magic
1st-level Artificer feature
While you may be magically gifted in your own right, most of your power as an artificer comes from your ability to exploit the innate properties of materials. With some clever designs and intricate enchantments, you can replicate the effects of all kinds of spells.
Cantrips. At 1st level, you know three cantrips of your choice from the artificer spell list. You learn additional artificer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Artificer table.
Spell Objects. In order to cast an artificer spell of 1st level or higher, an artificer must first produce a magic item called a spell object, which in turn is used to cast the spell. Creating a spell object requires artisan's tools plus the spell's material components (if any), which are expended or not as usual; verbal and somatic components are not required. With the tools in hand and components ready, you can use a major action to expend an artificer spell slot of the spell's level or higher and produce a spell object containing the spell at the expended slot's level.
When you create a spell object, you either produce the object from scratch or imbue an existing object with the spell. A spell object created from scratch must be small enough to be held in one hand, while an imbued object can be up to 5 feet on a side. For example, you can create a smoke bomb containing fog cloud, or you can imbue a casting of shield into your armor. You can imbue as many spells as you want into a preexisting object, but a spell object created from scratch can only ever store one spell.
You can activate a spell object and cast the stored spell using the Magic action. The activation time is the same as the stored spell's casting time. Instead of the spell's usual components, this casting of the spell requires the spell object as a material component plus any components you designated when you created the spell object. For example, you can create a spell object that requires the utterance of a phrase as a verbal component, that the object be thrown as a somatic component, or a particular key as an additional material component. If the spell requires concentration, you must concentrate on it as usual.
Another creature can also activate one of your spell objects if it can provide all the necessary components. A creature can determine which categories of components (verbal, somatic, and/or material, other than the spell object itself) are necessary by taking the Study action and succeeding on an Investigation or Arcana check with a DC equal to 10 + your artificer level. Regardless of who casts it, a spell cast from one of your spell objects uses your spellcasting ability. Only you can maintain concentration on one, however.
A spell object loses its stored spell when it is cast or when you finish a long rest or die. If the spell object was created from scratch, it is destroyed when its spell is lost.
Spellcasting Ability. Intelligence is your spellcasting ability for your artificer spells, since your magic is based on material knowledge and cleverness. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence score 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 score
Spell attack modifier = your proficiency bonus + your intelligence score
Artificer Spells
Level ▼ | Name | Ritual | Concentration | School | Tags |
---|---|---|---|---|---|
Cantrip | Acid Splash | Conjuration | |||
Cantrip | Create Bonfire | concentration | Conjuration | ||
Cantrip | Dancing Lights | Evocation | |||
Cantrip | Fire Bolt | Evocation | |||
Cantrip | Frostbite | Evocation | |||
Cantrip | Guidance | Divination | |||
Cantrip | Light | Evocation | |||
Cantrip | Lightning Lure | Evocation | |||
Cantrip | Mage Hand | Conjuration | |||
Cantrip | Magic Stone | Transmutation | |||
Cantrip | Mending | Transmutation | |||
Cantrip | Message | Transmutation | |||
Cantrip | Minor Alteration | Transmutation | |||
Cantrip | Poison Spray | Conjuration | |||
Cantrip | Prestidigitation | Transmutation | |||
Cantrip | Quaking Blow | Evocation | |||
Cantrip | Ray of Frost | Evocation | |||
Cantrip | Resistance | Abjuration | |||
Cantrip | Rime Blade | Evocation | |||
Cantrip | Shocking Grasp | Evocation | |||
Cantrip | Spare the Dying | Necromancy | |||
Cantrip | Sword Burst | Conjuration | |||
Cantrip | Thorn Whip | Transmutation | |||
Cantrip | Thunderclap | Evocation | |||
1st | Absorb Elements | Abjuration | |||
1st | Alarm | ritual | Abjuration | ||
1st | Arcane Weapon | concentration | Transmutation | ||
1st | Catapult | Transmutation | |||
1st | Caustic Spray | concentration | Evocation | ||
1st | Detect Magic | ritual | concentration | Divination | |
1st | Disguise Self | Illusion | |||
1st | Earthen Barrier | Transmutation | |||
1st | Expeditious Retreat | concentration | Transmutation | ||
1st | Faerie Fire | concentration | Evocation | ||
1st | False Life | Necromancy | |||
1st | Feather Fall | Transmutation | |||
1st | Fog Cloud | concentration | Conjuration | ||
1st | Grease | Conjuration | |||
1st | Identify | ritual | Divination | ||
1st | Jump | Transmutation | |||
1st | Longstrider | Transmutation | |||
1st | Magic Weapon | concentration | Transmutation | ||
1st | Purify Food and Drink | ritual | Transmutation | ||
1st | Repair Minor Damage | Transmutation | |||
1st | Sanctuary | Abjuration | |||
1st | Shield | Abjuration | |||
2nd | Aid | Abjuration | |||
2nd | Alter Self | concentration | Transmutation | ||
2nd | Arcane Lock | Abjuration | |||
2nd | Blur | concentration | Illusion | ||
2nd | Clay Armor | concentration | Transmutation | ||
2nd | Conjure Barrage | Conjuration | |||
2nd | Continual Flame | Evocation | |||
2nd | Darkvision | Transmutation | |||
2nd | Enhance Ability | concentration | Transmutation | ||
2nd | Enlarge/Reduce | concentration | Transmutation | ||
2nd | Entomb | concentration | Transmutation | ||
2nd | Heat Metal | concentration | Transmutation | ||
2nd | Invisibility | concentration | Illusion | ||
2nd | Lesser Restoration | Abjuration | |||
2nd | Levitate | concentration | Transmutation | ||
2nd | Magic Mouth | ritual | Illusion | ||
2nd | Protection from Poison | Abjuration | |||
2nd | Pyrotechnics | Transmutation | |||
2nd | See Invisibility | Divination | |||
2nd | Shatter | Evocation | |||
2nd | Skywrite | ritual | concentration | Transmutation | |
2nd | Spider Climb | concentration | Transmutation | ||
2nd | Web | concentration | Conjuration | ||
3rd | Blink | Transmutation | |||
3rd | Catnap | Enchantment | |||
3rd | Create Food and Water | Conjuration | |||
3rd | Dispel Magic | Abjuration | |||
3rd | Elemental Weapon | concentration | Transmutation | ||
3rd | Flame Arrows | concentration | Transmutation | ||
3rd | Flaming Stride | concentration | Transmutation | ||
3rd | Fly | concentration | Transmutation | ||
3rd | Glyph of Warding | Abjuration | |||
3rd | Haste | concentration | Transmutation | ||
3rd | Intellect Fortress | concentration | Abjuration | ||
3rd | Protection from Energy | concentration | Abjuration | ||
3rd | Revivify | Necromancy | |||
3rd | Tiny Servant | Transmutation | |||
3rd | Water Breathing | ritual | Transmutation | ||
3rd | Water Walk | ritual | Transmutation | ||
4th | Arcane Eye | concentration | Divination | ||
4th | Elemental Bane | concentration | Transmutation | ||
4th | Fabricate | Transmutation | |||
4th | Freedom of Movement | Abjuration | |||
4th | Indestructible Sphere | concentration | Evocation | ||
4th | Phantom Hound | Conjuration | |||
4th | Repair Major Damage | Transmutation | |||
4th | Sanctum | Abjuration | |||
4th | Secret Chest | ritual | Conjuration | ||
4th | Stone Shape | Transmutation | |||
4th | Stoneskin | concentration | Abjuration | ||
4th | Summon Construct | concentration | Conjuration | ||
5th | Creation | Illusion | |||
5th | Greater Restoration | Abjuration | |||
5th | Hand of Force | concentration | Evocation | ||
5th | Transmute Rock | Transmutation | |||
5th | Wall of Stone | concentration | Evocation |
Emergency Recalibration
1st-level Artificer feature
You do your best to prepare useful spell objects, but things don't always go as planned. With artisan's tools in hand, you can use a repeatable minor action to expend one of your spell objects within 5 feet of you and create another, subject to the usual rules of spell object creation listed in your Makeshift Magic feature but without expending a spell slot. The new spell must be of the same level or lower as the original spell.
You can use this feature a number of times equal to your Intelligence score, regaining expended uses when you finish a long rest.
Magic Item Adept
1st-level Artificer feature
Familiar with the workings of magical items, you can cast identify once without material components. You regain the ability to do so when you finish a long rest.
Infusions
2nd-level Artificer feature
You've built up a portfolio of useful magical innovations called infusions. Infusions are similar to spell objects you create with Makeshift Magic, but more permanent.
Infusions Known. When you gain this feature, pick four artificer infusions to learn from the Infusions table below. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
Infusing an Item. You can create an infusion over the course of 1 hour, which can be coincide with a short or long rest. An infusion requires artisan's tools and supplies to create, as specified in the infusion's description. If the infusion requires raw materials, you assemble the object yourself; otherwise, you improve on an existing nonmagical object. The resulting infusion counts as a magical object, even if it primarily operates on mechanical, chemical, or biological principles.
If the infusion requires attunement, you can attune yourself to it the instant you create it. If you decide to attune to the infusion later, you must do so using the normal process for attunement.
Your infusion lasts indefinitely. Like any permanent magic item, it is temporarily suppressed while in the area of an antimagic field and it isn't affected by dispel magic. However, when you die, the infusion loses its magic after 1d4 days. The infusion also loses its magic if you give up your knowledge of the infusion for another one or if you choose to end it when you finish a long rest. When an infusion loses its magic in this way, it stops functioning and can't regain functionality unless you infuse it again.
You can have a number of infusions up to the maximum shown in the Infused Items column of the Artificer table. You can't create a new infusion if doing so would cause you to exceed that maximum, and only one of a given infusion can exist at a time.
Artificer Infusions
Infusion ▼ | Artificer Level | Attunement | Item |
---|---|---|---|
Armor of Acuity | attunement | A suit of armor or robes | |
Armor of Magical Strength | attunement | A suit of armor | |
Boots of the Winding Path | 6 | attunement | A pair of boots |
Ever-Filling Brew | 6 | A flask | |
Frenzy Seed | attunement | A nut or bulb | |
Grappling Harpoon | A wooden or metal cylinder, springs, a long cord, and a metal rod, totalling at least 25 gp | ||
Helm of Awareness | attunement | A helmet | |
Homunculus Servant | A gem or crystal worth at least 100 gp | ||
Longshot Gun | 10 | Sheet metal worth at least 100 gp | |
Magic Detector | A crystal or orb worth at least 5 gp | ||
Mind Linker | 6 | attunement | Two gold wires, metal parts, and something that can be worn on the head, such as a headband, helmet, or earring |
Multi-Purpose Tool | An assortment of raw materials including wood, metal, glass, and leather, totalling at least 50 gp in value | ||
Nightvision Goggles | A leather strap, strips of metal, and curved glass, totalling at least 10 gp in value | ||
Power Armor | 10 | attunement | A suit of armor |
Quickshot Gun | 6 | Sheet metal and wood stock worth at least 10 gp | |
Radiant Weapon | attunement | A simple or martial melee weapon | |
Repeating Shot | attunement | A simple or martial weapon with the ammunition property | |
Repulsion Shield | attunement | A shield | |
Resistant Armor | 10 | attunement | A suit of armor |
Returning Weapon | attunement | A simple or martial weapon | |
Scattershot Gun | 6 | Sheet metal and wood stock worth at least 20 gp | |
Sending Shells | A pair of hollow sea shells | ||
Shoulder Cannon | attunement | Materials worth at least 20 gp | |
Spell-Refueling Ring | 6 | attunement | A ring |
Third Arm | 10 | attunement | Mechanical or biological materials worth at least 100 gp |
Artificer Combat Tactics I
2nd-level Artificer feature
Choose Martial Tactics or Magic Tactics. Your choice gives you benefits now, described below, and later at 5th and 9th levels.
Martial Tactics I
Magic Tactics I
You learn one cantrip of your choice from the artificer, druid, or wizard spell list. The cantrip counts as an artificer spell for you.
Artificer Specialist
3rd-level Artificer feature
Choose a specialization, which represents your area of expertise as an artificer. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Mechanist
Source: 2D, Tasha's Cauldron of Everything
A mechanist is a master of machines. Choose this specialization if you want a robust mechanical companion that you upgrade over time.
Mechanist Spells
3rd-level Mechanist feature
You gain access to extra spells when you reach particular levels in this class, as shown in the Mechanist Spells table. These spells count as artificer spells for you even if they don't appear on the artificer spell list.
You can cast each of these spells once without without expending a spell slot or making a spell object, regaining the ability to do so when you finish a long rest.
Mechanist Spells
Artificer Level | Spell |
---|---|
3rd | repair minor damage |
5th | conjure barrage |
9th | haste |
13th | repair major damage |
17th | conjure volley |
Steel Defender
3rd-level Mechanist feature
You have designed and created a mechanical ally. It uses the Steel Defender stat block and has the Companion trait. You determine the steel defender's appearance; your choice has no effect on its game statistics.
If the steel defender has died within the last hour, you can spend 1 minute using artisan's tools to revive it, provided you stay within 5 feet of it for the duration. The steel defender returns to life with 1 hit point.
At the end of a long rest, you can create a new steel defender if you have artisan's tools with you. If you already have a steel defender from this feature, the first one immediately perishes. The defender also perishes if you die.
Genius Design
7th-level Mechanist feature
Using your Flash of Genius on a Construct companion of yours, such as your steel defender or a homunculus servant, doesn't count against the number of times you can use Flash of Genius per long rest.
Improved Defender
11th-level Mechanist feature
You improve your steel defender's design. When you create a steel defender, choose one infusion of 6th level or lower that creates or enhances a weapon, a shield, or armor. You make that infusion, using necessary materials as usual, and build it into the steel defender. You can modify the defender's physiology however you see fit to accommodate the infusion, including whether the infusion can be removed or not. Only the defender can use the infusion, however.
The defender benefits from the built-in infusion and counts as wielding or wearing the base item, which it is proficient with. For example, if you choose a repulsion shield and use a round shield as the base item, the defender benefits from the shield's bonus to AC and can use the repulsion shield's associated reaction as normal. Additionally, if the built-in infusion is a weapon, the defender uses your spellcasting ability score for the attack and damage rolls instead of its own Strength or Dexterity score.
The chosen infusion doesn't count against the number of infusions you know or can have active at a time. In particular, you can have have a second instance of the chosen infusion active.
If the defender is destroyed, so is the infusion, although its base item components can be fully recovered if you have access to the remnants.
Ultimate Defender
15th-level Mechanist feature
You have perfected your steel defender design. You can build an additional infusion of 10th level or lower into the defender following the same rules as your Improved Defender feature. It can be the same built-in infusion or a different one.
Sustaining Attunement
3rd-level Artificer feature
When another creature is attuned to one or more of your infusions, one of those infusions doesn't count against the number of infusions you can have active at a time, as the infusion can draw magical power from the attuned creature instead of you. You still can't have more than one of a given infusion in existence at a time, however.
Ability Score Improvement
4th-level Artificer feature
You can increase one ability score of your choice by 1, to a maximum of 5. You can do so again at 8th, 12th, and 16th level.
Artificer Combat Tactics II
5th-level Artificer feature
You gain one of the following features based on your choice at 2nd level.
Martial Tactics II
Each time you spend at least 2 AP to take the Attack action and use a magic weapon for the attack, you can take the Attack action once later that turn as a free action. The secondary attack must also be made with a magic weapon, which can be the same weapon or a different one.
Magic Tactics II
When you use a major action to create a spell object, you can create two spell objects instead of one. You only expend one spell slot, but if any material components are expended, you must expend them separately for each spell object.
Tool Expertise
6th-level Artificer feature
Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.
Flash of Genius
7th-level Artificer feature
Your ability to come up with solutions under pressure is unsurpassed. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use a reaction to add your Intelligence score to the roll.
You can use this feature a number of times equal to your Intelligence score (minimum of once). You regain all expended uses when you finish a long rest.
Extra Attunement
10th-level Artificer feature
You can attune to a maximum of 4 magic items at a time. This maximum increases to 5 at 14th level and to 6 at 18th level.
Greater Ability Score Improvement
19th-level Artificer feature
You can increase one ability score of your choice by 1, to a maximum of 6.
Ultimate Artifice
20th-level Artificer feature
You have perfected your infusions, which now give the following benefits depending on what items they apply to:
- An infusion applied to armor (or robes) or a shield grants a +1 bonus to AC.
- An infusion applied to a weapon grants a +1 bonus to attack and damage rolls made with that weapon.
- An infusion applied to a spellcasting focus grants a +1 bonus to the spell attack modifier and spell save DC of spells cast through the focus.
- An infusion that can be attuned to grants an attuned creature a +1 bonus to saving throws.
These bonuses stack with each other.