Artificer
You have learned how to channel magical energy through objects. See the {@book Player's Handbook|XPHB} for the rules on spellcasting. The information below details how you use those rules with Artificer spells, which appear in the {@filter Artificer spell list|spells|class=Artificer} later in the class's description.
Tools Required.
You produce your Artificer spells through tools. You can use {@item Thieves' Tools|XPHB}, {@item Tinker's Tools|XPHB}, or another kind of {@item Artisan's Tools|XPHB} with which you have proficiency as a {@variantrule Spellcasting Focus|XPHB}, and you must have one of those focuses in hand when you cast an Artificer spell (meaning the spell has an {@i M} component when you cast it).
Cantrips.
You know two {@filter Artificer cantrips|spells|level=0|class=Artificer} of your choice. {@spell Acid Splash|XPHB} and {@spell Prestidigitation|XPHB} are recommended.
Whenever you finish a {@variantrule Long Rest|XPHB}, 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 slots when you finish a {@variantrule Long Rest|XPHB}.
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 {@filter level 1 Artificer spells|spells|level=1|class=Artificer}. {@spell Cure Wounds|XPHB} and {@spell Grease|XPHB} are recommended.
The number of spells on your list increases as you gain Artificer levels, as shown in the Prepared Spells column of the Artificer Features table. Whenever that number increases, choose additional {@filter Artificer spells|spells|class=Artificer} 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 {@variantrule Long Rest|XPHB}, 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.
You know the {@spell Mending|XPHB} cantrip.
As a {@action Magic|XPHB} action while holding {@item Tinker's Tools|XPHB}, you can create one item in an unoccupied space within 5 feet of yourself, choosing the item from the following list:
- {@item Ball Bearings|XPHB}
- {@item Basket|XPHB}
- {@item Bedroll|XPHB}
- {@item Bell|XPHB}
- {@item Blanket|XPHB}
- {@item Block and Tackle|XPHB}
- {@item Glass Bottle|XPHB|Bottle, Glass}
- {@item Bucket|XPHB}
- {@item Caltrops|XPHB}
- {@item Candle|XPHB}
- {@item Crowbar|XPHB}
- {@item Flask|XPHB}
- {@item Grappling Hook|XPHB}
- {@item Hunting Trap|XPHB}
- {@item Jug|XPHB}
- {@item Lamp|XPHB}
- {@item Manacles|XPHB}
- {@item Net|XPHB}
- {@item Oil|XPHB}
- {@item Paper|XPHB}
- {@item Parchment|XPHB}
- {@item Pole|XPHB}
- {@item Pouch|XPHB}
- {@item Rope|XPHB}
- {@item Sack|XPHB}
- {@item Shovel|XPHB}
- {@item Iron Spikes|XPHB|Spikes, Iron}
- {@item String|XPHB}
- {@item Tinderbox|XPHB}
- {@item Torch|XPHB}
- {@item Vial|XPHB}
See the rules for the item in the {@book Player's Handbook|XPHB}. The item lasts until you finish a {@variantrule Long Rest|XPHB}, 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 {@variantrule Long Rest|XPHB}.
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 (see the {@book Dungeon Master's Guide|XDMG} for the items' descriptions). {@item Bag of Holding|XDMG}, {@item Cap of Water Breathing|XDMG}, {@item Sending Stones|XDMG}, and {@item +1 Wand of the War Mage|XDMG|Wand of the War Mage} 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, as shown in the Plans Known column of the Artificer Features table. 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.
Creating an Item.
When you finish a {@variantrule Long Rest|XPHB}, you can create one or two different magic items if you have {@item Tinker's Tools|XPHB} in hand. Each item is based on one of the plans you know for this feature.
If a created item requires {@variantrule Attunement|XPHB}, 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 {@variantrule Attunement|XPHB}.
When you reach certain Artificer levels specified in the Magic Items column of the Artificer Features table, the number of magic items you can create at the end of a {@variantrule Long Rest|XPHB} 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.
Duration.
A magic item created by this feature functions as the normal magic item, except its magic isn't permanent; when you die, the magic item vanishes after {@dice 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 {@item Bag of Holding|XDMG}, 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 {@variantrule Spellcasting Focus|XPHB} in lieu of using a set of {@item Artisan's Tools|XPHB}.
The Replicate Magic Item feature isn't the only way for an Artificer to make magic items. The {@book Dungeon Master's Guide|XDMG|6|Crafting Magic Items} provides rules for characters—not just Artificers—who want to make magic items of all sorts. Though many different characters can make magic items, Artificers can do it faster than others; each Artificer subclass improves a character's speed at making items of a certain category.
When an Artificer crafts a magic item using the normal rules in the {@book Dungeon Master's Guide|XDMG|6|Crafting Magic Items}, the character gains no special connection to that item. Class features that refer to items created by your Replicate Magic Item feature don't apply to items you craft by other means.
| Magic Item Plan | Attunement |
|---|---|
| {@item Alchemy Jug|XDMG} | No |
| {@item Bag of Holding|XDMG} | No |
| {@item Cap of Water Breathing|XDMG} | No |
| {@filter Common magic item that isn't a Potion, a Scroll, or cursed|items|source=|type=!potion;!scroll|rarity=common|category=|miscellaneous=!cursed}* | Varies |
| {@item Goggles of Night|XDMG} | No |
| {@item Manifold Tool|EFA} | Yes |
| {@item Repeating Shot|EFA} | Yes |
| {@item Returning Weapon|EFA} | No |
| {@item Rope of Climbing|XDMG} | No |
| {@item Sending Stones|XDMG} | No |
| {@item +1 Shield|XDMG|Shield +1} | No |
| {@item Wand of Magic Detection|XDMG} | No |
| {@item Wand of Secrets|XDMG} | No |
| {@item +1 Wand of the War Mage|XDMG|Wand of the War Mage +1} | Yes |
| {@item +1 Weapon|XDMG|Weapon +1} | No |
| {@item +1 Wraps of Unarmed Power|XDMG|Wraps of Unarmed Power, +1} | No |
| Magic Item Plan | Attunement |
|---|---|
| {@item +1 Armor|XDMG|Armor +1} | No |
| {@item Boots of Elvenkind|XDMG} | No |
| {@item Boots of the Winding Path|EFA} | Yes |
| {@item Cloak of Elvenkind|XDMG} | Yes |
| {@item Cloak of the Manta Ray|XDMG} | Yes |
| {@item Dazzling Weapon|EFA} | Yes |
| {@item Eyes of Charming|XDMG} | Yes |
| {@item Eyes of Minute Seeing|XDMG} | No |
| {@item Gloves of Thievery|XDMG} | No |
| {@item Helm of Awareness|EFA} | No |
| {@item Lantern of Revealing|XDMG} | No |
| {@item Mind Sharpener|EFA} | Yes |
| {@item Necklace of Adaptation|XDMG} | Yes |
| {@item Pipes of Haunting|XDMG} | No |
| {@item Repulsion Shield|EFA} | No |
| {@item Ring of Swimming|XDMG} | No |
| {@item Ring of Water Walking|XDMG} | No |
| {@item Sentinel Shield|XDMG} | No |
| {@item Spell-Refueling Ring|EFA} | Yes |
| {@item Wand of Magic Missiles|XDMG} | No |
| {@item Wand of Web|XDMG} | Yes |
| {@item Weapon of Warning|XDMG} | Yes |
| Magic Item Plan | Attunement |
|---|---|
| {@item Armor of Resistance|XDMG} | Yes |
| {@item Dagger of Venom|XDMG} | No |
| {@item Elven Chain|XDMG} | No |
| {@item Ring of Feather Falling|XDMG} | Yes |
| {@item Ring of Jumping|XDMG} | Yes |
| {@item Ring of Mind Shielding|XDMG} | Yes |
| {@item +2 Shield|XDMG|Shield, +2} | No |
| {@filter Uncommon Wondrous Item that isn't cursed|items|source=|type=wondrous item|rarity=uncommon|category=|miscellaneous=!cursed}* | Varies |
| {@item +2 Wand of the War Mage|XDMG|Wand of the War Mage, +2} | Yes |
| {@item +2 Weapon|XDMG|Weapon, +2} | No |
| {@item +2 Wraps of Unarmed Power|XDMG|Wraps of Unarmed Power, +2} | No |
| Magic Item Plan | Attunement |
|---|---|
| {@item +2 Armor|XDMG|Armor, +2} | No |
| {@item Arrow-Catching Shield|XDMG} | Yes |
| {@item Flame Tongue|XDMG} | Yes |
| {@filter Rare Wondrous Item that isn't cursed|items|source=|type=wondrous item|rarity=rare|category=|miscellaneous=!cursed}* | Varies |
| {@item Ring of Free Action|XDMG} | Yes |
| {@item Ring of Protection|XDMG} | Yes |
| {@item Ring of the Ram|XDMG} | Yes |
You gain an Artificer subclass of your choice. The {@subclass Alchemist|Artificer|EFA|EFA}, {@subclass Armorer|Artificer|EFA|EFA}, {@subclass Artillerist|Artificer|EFA|EFA}, {@subclass Battle Smith|Artificer|EFA|EFA}, and {@subclass Cartographer|Artificer|EFA|EFA} subclasses are detailed after this class's description. 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.
You gain the {@feat Ability Score Improvement|XPHB} feat or another feat of your choice for which you qualify. You gain this feature again at Artificer levels 8, 12, and 16.
You gain a feature from your Artificer Subclass.
Your {@classFeature Replicate Magic Item|Artificer|EFA|2|EFA} feature gains the following options.
Charge Magic Item.
As a {@variantrule Bonus Action|XPHB}, 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 {@variantrule Bonus Action|XPHB}, 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 {@variantrule Long Rest|XPHB}. Any spell slot you create with this feature vanishes when you finish a {@variantrule Long Rest|XPHB}.
Transmute Magic Item.
As a {@action Magic|XPHB} 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 {@variantrule Long Rest|XPHB}.
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 {@variantrule Reaction|XPHB} 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 {@variantrule Reaction|XPHB} a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.
You gain the {@feat Ability Score Improvement|XPHB} feat or another feat of your choice for which you qualify.
You gain a feature from your Artificer Subclass.
You can now attune to up to four magic items at once.
Whenever you finish a {@variantrule Long Rest|XPHB}, you can touch one Simple or Martial weapon or one item that you can use as a {@variantrule Spellcasting Focus|XPHB}, 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 that is consumed by the spell (you needn't have the spell prepared).
While holding the object, a creature can take a {@action Magic|XPHB} action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires {@status Concentration|XPHB}, 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.
You gain the {@feat Ability Score Improvement|XPHB} feat or another feat of your choice for which you qualify.
You gain the following benefits.
Magic Item Savant.
You can now attune to up to five magic items at once.
Refreshed Genius.
When you finish a {@variantrule Short Rest|XPHB}, you regain one expended use of your {@classFeature Flash of Genius|Artificer|EFA|7|EFA} feature.
You gain a feature from your Artificer Subclass.
You gain the {@feat Ability Score Improvement|XPHB} feat or another feat of your choice for which you qualify.
You can now attune to up to six magic items at once.
You gain an Epic Boon feat or another feat of your choice for which you qualify. {@feat Boon of Energy Resistance|XPHB} is recommended.
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 {@variantrule Hit Points|XPHB} 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 {@variantrule Hit Points|XPHB} instead change to a number equal to 20 times the number of magic items disintegrated.
Magical Guidance.
When you finish a {@variantrule Short Rest|XPHB}, you regain all expended uses of your {@classFeature Flash of Genius|Artificer|EFA|7|EFA} if you have {@variantrule Attunement|XPHB} to at least one magic item.
{@i 1st-level artificer feature}
You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have {@item thieves' tools|PHB} or {@item artisan's tools|PHB} in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
- The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
- Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
- The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
- A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
The secrets of creating and operating gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in {@book chapter 9|DMG|9|Firearms} of the {@book Dungeon Master's Guide|DMG} and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.
{@i 1st-level artificer feature}
You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.
Tools Required.
You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically {@item thieves' tools|phb} or some kind of {@item artisan's tools|phb|artisan's tool}—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an 'M' component when you cast it). You must be proficient with the tool to use it in this way. See {@book chapter 5|PHB|4}, "Equipment," in the {@book Player's Handbook|PHB} for descriptions of these tools.
After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you're using a tool to perform the spell effect. If you cast {@spell cure wounds} using {@item alchemist's supplies|PHB}, you could be quickly producing a salve. If you cast it using {@item tinker's tools|PHB}, you might have a miniature mechanical spider that binds wounds. When you cast {@spell poison spray}, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.
The same principle applies when you prepare your spells. As an artificer, you don't study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you'll use to produce your effects. If you replace {@spell cure wounds} with {@spell heat metal}, you might be altering the device you use to heal—perhaps modifying a tool so that it channels heat instead of healing energy.
Such details don't limit you in any way or provide you with any benefit beyond the spell's effects. You don't have to justify how you're using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.
Cantrips (0-Level Spells).
At 1st level, you know two cantrips of your choice from the {@filter artificer spell list|spells|level=0|class=Artificer}. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.
When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
Preparing and Casting Spells.
The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of artificer spells that are available for you to cast, choosing from the {@filter artificer spell list|spells|class=Artificer}. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell {@spell cure wounds}, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability.
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.
Ritual Casting.
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
{@i 2nd-level artificer feature}
You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.
Artificers have invented numerous magical infusions, extraordinary processes that rapidly create magic items. To many, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.
The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement.
Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level.
Unless an infusion's description says otherwise, you can't learn an infusion more than once.
Infusing an Item.
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see "{@book Attunement|DMG|7|Attunement}" in chapter 7 of the {@book Dungeon Master's Guide|DMG}).
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
If an infusion ends on an item that contains other things, like a {@item bag of holding}, its contents harmlessly appear in and around its space.
When you gain this feature, pick four artificer infusions to learn, choosing from the "{@filter Artificer Infusions|optionalfeatures|feature type=ai|source=TCE}" section at the end of the class's description. 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.
{@i 3rd-level artificer feature}
Choose the type of specialist you are, each of which is detailed at the end of the class's description. Your choice grants you features at 5th level and again at 9th and 15th level.
{@i 3rd-level artificer feature}
You've learned how to produce exactly the tool you need: with {@item thieves' tools|PHB} or {@item artisan's tools|PHB} in hand, you can magically create one set of {@item artisan's tools|PHB} in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
{@i 4th-level artificer feature}
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.
{@i 5th-level artificer feature}
You gain a feature granted by your Artificer Specialist choice.
{@i 6th-level artificer feature}
Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.
{@i 7th-level artificer feature}
You've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
{@i 8th-level artificer feature}
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.
{@i 9th-level artificer feature}
You gain a feature granted by your Artificer Specialist choice.
{@i 10th-level artificer feature}
You've achieved a profound understanding of how to use and make magic items:
- You can attune to up to four magic items at once.
- If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
{@i 11th-level artificer feature}
You can now store a spell in an object. Whenever you finish a long rest, you can touch one {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon} or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the {@filter artificer spell list|spells|class=Artificer|cast time=action|level=1;2} that requires 1 action to cast (you needn't have it prepared).
While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires {@status concentration}, the creature must concentrate. 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.
{@i 12th-level artificer feature}
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.
{@i 14th-level artificer feature}
Your skill with magic items deepens:
- You can attune to up to five magic items at once.
- You ignore all class, race, spell, and level requirements on attuning to or using a magic item.
{@i 15th-level artificer feature}
You gain a feature granted by your Artificer Specialist choice.
{@i 16th-level artificer feature}
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.
{@i 18th-level artificer feature}
You can now attune to up to six magic items at once.
{@i 19th-level artificer feature}
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.
{@i 20th-level artificer feature}
You have developed a mystical connection to your magic items, which you can draw on for protection:
- You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
- If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
{@i Craft Magic Elixirs and Potions}
An Alchemist is an expert at combining reagents to produce magical effects. Alchemists use their creations to give life and to leech it away.
When you reach an Artificer level specified in the Alchemist Spells table, you thereafter always have the listed spells prepared.
| Artificer Level | Spells |
|---|---|
| 3 | {@spell Healing Word|XPHB}, {@spell Ray of Sickness|XPHB} |
| 5 | {@spell Flaming Sphere|XPHB}, {@spell Melf's Acid Arrow|XPHB} |
| 9 | {@spell Gaseous Form|XPHB}, {@spell Mass Healing Word|XPHB} |
| 13 | {@spell Death Ward|XPHB}, {@spell Vitriolic Sphere|XPHB} |
| 17 | {@spell Cloudkill|XPHB}, {@spell Raise Dead|XPHB} |
Whenever you finish a {@variantrule Long Rest|XPHB} while holding {@item Alchemist's Supplies|XPHB}, you can use that tool to magically produce two elixirs. For each elixir, roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. The elixir appears in a vial, and the vial vanishes when the elixir is drunk or poured out. If any elixir remains when you finish a {@variantrule Long Rest|XPHB}, the elixir and its vial vanish.
Drinking an Elixir.
As a {@variantrule Bonus Action|XPHB}, a creature can drink the elixir or administer it to another creature within 5 feet of itself.
Creating Additional Elixirs.
As a {@action Magic|XPHB} action while holding {@item Alchemist's Supplies|XPHB}, you can expend one spell slot to create another elixir. When you do so, you choose its effect from the Experimental Elixir table rather than rolling.
When you reach certain Artificer levels, you can make an additional elixir at the end of each {@variantrule Long Rest|XPHB}: a total of three at level 5, four at level 9, and five at level 15.
| 1d6 | Effect |
|---|---|
| 1 | {@b Healing.} The drinker regains a number of {@variantrule Hit Points|XPHB} equal to {@dice 2d8} plus your Intelligence modifier. The number of {@variantrule Hit Points|XPHB} restored increases by {@dice 1d8} when you reach Artificer levels 9 ({@dice 3d8}) and 15 ({@dice 4d8}). |
| 2 | {@b Swiftness.} The drinker's {@variantrule Speed|XPHB} increases by 10 feet for 1 hour. This bonus increases when you reach Artificer levels 9 (15 feet) and 15 (20 feet). |
| 3 | {@b Resilience.} The drinker gains a +1 bonus to AC for 10 minutes. The duration increases when you reach Artificer levels 9 (1 hour) and 15 (8 hours). |
| 4 | {@b Boldness.} The drinker can roll {@dice 1d4} and add the number rolled to every attack roll and saving throw they make for the next minute. The duration increases when you reach Artificer levels 9 (10 minutes) and 15 (1 hour). |
| 5 | {@b Flight.} The drinker gains a {@variantrule Fly Speed|XPHB} of 10 feet for 10 minutes. The {@variantrule Fly Speed|XPHB} increases when you reach Artificer levels 9 (20 feet) and 15 (30 feet). |
| 6 | You determine the elixir's effect by choosing one of the other rows in this table. |
You gain the following benefits.
Tool Proficiency.
You gain proficiency with {@item Alchemist's Supplies|XPHB} and the {@item Herbalism Kit|XPHB}. If you already have one of these proficiencies, you gain proficiency with one other type of {@item Artisan's Tools|XPHB} of your choice (or with two other types if you have both).
Potion Crafting.
When you brew a potion using the crafting rules in the {@book Dungeon Master's Guide|XDMG|6|Crafting Magic Items}, the amount of time required to craft it is halved.
Whenever you cast a spell using your {@item Alchemist's Supplies|XPHB} as the {@variantrule Spellcasting Focus|XPHB}, you gain a bonus to one roll of the spell. That roll must restore {@variantrule Hit Points|XPHB} or be a damage roll that deals Acid, Fire, or Poison damage. The bonus equals your Intelligence modifier (minimum bonus of +1).
You can cast {@spell Lesser Restoration|XPHB} without expending a spell slot and without preparing the spell, provided you use {@item Alchemist's Supplies|XPHB} as the {@variantrule Spellcasting Focus|XPHB}. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.
You gain the following benefits.
Alchemical Eruption.
When you cast an Artificer spell that deals Acid, Fire, or Poison damage to a target, you can also deal {@damage 2d8} Force damage to that target. You can use this benefit only once on each of your turns.
Chemical Resistance.
You gain {@variantrule Resistance|XPHB} to Acid damage and Poison damage. You also gain {@variantrule Immunity|XPHB} to the {@condition Poisoned|XPHB} condition.
Conjured Cauldron.
You can cast {@spell Tasha's Bubbling Cauldron|XPHB} without expending a spell slot, without preparing the spell, and without Material components, provided you use {@item Alchemist's Supplies|XPHB} as the {@variantrule Spellcasting Focus|XPHB}. Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}.
As a {@action Magic|XPHB} action while you have {@item Smith's Tools|XPHB} in hand, you can turn a suit of armor you are wearing into Arcane Armor. The armor continues to be Arcane Armor until you don another suit of armor or you die.
You gain the following benefits while wearing your Arcane Armor.
No Strength Requirement.
If the armor normally has a Strength requirement, the Arcane Armor lacks this requirement for you.
Quick Don and Doff.
You can don or doff the armor as a {@action Utilize|XPHB} action. The armor can't be removed against your will.
Spellcasting Focus.
You can use the Arcane Armor as a {@variantrule Spellcasting Focus|XPHB} for your Artificer spells.
You can customize your Arcane Armor. When you do so, choose one of the following armor models: {@subclassFeature Dreadnaught|Artificer|EFA|Armorer|EFA|3|EFA}, {@subclassFeature Guardian|Artificer|EFA|Armorer|EFA|3|EFA}, or {@subclassFeature Infiltrator|Artificer|EFA|Armorer|EFA|3|EFA}. The model you choose gives you special benefits while you wear it.
Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of your Strength or Dexterity modifier, to the attack and damage rolls.
You can change the armor's model whenever you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB} if you have {@item Smith's Tools|XPHB} in hand.
{@i Craft Magic Armor to Enhance Your Abilities}
An Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the Armorer's magic, unleash potent attacks, and generate a formidable defense.
When you reach an Artificer level specified in the Armorer Spells table, you thereafter always have the listed spells prepared.
| Artificer Level | Spells |
|---|---|
| 3 | {@spell Magic Missile|XPHB}, {@spell Thunderwave|XPHB} |
| 5 | {@spell Mirror Image|XPHB}, {@spell Shatter|XPHB} |
| 9 | {@spell Hypnotic Pattern|XPHB}, {@spell Lightning Bolt|XPHB} |
| 13 | {@spell Fire Shield|XPHB}, {@spell Greater Invisibility|XPHB} |
| 17 | {@spell Passwall|XPHB}, {@spell Wall of Force|XPHB} |
You design your armor to become a towering juggernaut in battle. It has the following features:
- An arcane wrecking ball or sledgehammer projects from your armor. The demolisher counts as a Simple Melee weapon with the {@itemProperty R|XPHB|Reach} property, and it deals {@damage 1d10} Force damage on a hit. If you hit a creature that is at least one size smaller than you with the demolisher, you can push the creature up to 10 feet straight away from yourself or pull the creature up to 10 feet toward yourself.
- As a {@variantrule Bonus Action|XPHB}, you transform and enlarge your armor for 1 minute. For the duration, your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn't enough room for you to increase your size, your size doesn't change. You can use this {@variantrule Bonus Action|XPHB} a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.
You design your armor to be in the front line of conflict. It has the following features:
You can discharge concussive blasts with strikes from your armor. The pulse counts as a Simple Melee weapon and deals {@damage 1d8} Thunder damage on a hit. A creature hit by the pulse has {@variantrule Disadvantage|XPHB} on attack rolls against targets other than you until the start of your next turn.
While {@status Bloodied|XPHB}, you can take a {@variantrule Bonus Action|XPHB} to gain {@variantrule Temporary Hit Points|XPHB} equal to your Artificer level. You lose these {@variantrule Temporary Hit Points|XPHB} if you doff the armor.
You customize your armor for subtler undertakings. It has the following features:
- A gemlike node appears on your armor, from which you can shoot bolts of lightning. The launcher counts as a Simple Ranged weapon with a normal range of 90 feet and a long range of 300 feet, and it deals {@damage 1d6} Lightning damage on a hit. Once on each of your turns when you hit a creature with the launcher, you can deal an extra {@damage 1d6} Lightning damage to that target.
- Your {@variantrule Speed|XPHB} increases by 5 feet.
- You have {@variantrule Advantage|XPHB} on Dexterity ({@skill Stealth|XPHB}) checks. If the armor imposes {@variantrule Disadvantage|XPHB} on such checks, the {@variantrule Advantage|XPHB} and {@variantrule Disadvantage|XPHB} cancel each other, as normal.
You gain the following benefits.
Armor Training.
You gain training with Heavy armor.
Tool Proficiency.
You gain proficiency with {@item Smith's Tools|XPHB}. If you already have this tool proficiency, you gain proficiency with one other type of {@item Artisan's Tools|XPHB} of your choice.
Armor Crafting.
When you craft nonmagical or magic armor, the amount of time required to craft it is halved.
You can attack twice instead of once whenever you take the {@action Attack|XPHB} action on your turn.
You gain the following benefits.
Armor Replication.
You learn an additional plan for your Replicate Magic Item feature, and it must be in the Armor category. If you replace that plan, you must replace it with another Armor plan.
In addition, you can create an additional item with that feature, and the item must also be in the Armor category.
Improved Arsenal.
You gain a +1 bonus to attack and damage rolls made with the special weapon of your Arcane Armor model.
Your Arcane Armor gains additional benefits based on its model, as detailed below.
Dreadnaught.
The damage die of your Force Demolisher increases to {@damage 2d6} Force damage.
In addition, when you use your Giant Stature, your reach increases by 10 feet, your size can increase to Large or Huge (your choice), and you have {@variantrule Advantage|XPHB} on Strength checks and Strength saving throws for the duration.
Guardian.
The damage die of your Thunder Pulse increases to {@damage 1d10} Thunder damage.
In addition, when a Huge or smaller creature you can see ends its turn within 30 feet of you, you can take a {@variantrule Reaction|XPHB} to magically force that creature to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly toward you to an unoccupied space. If you pull the target to a space within 5 feet of yourself, you can make a melee weapon attack against it as part of this {@variantrule Reaction|XPHB}.
You can take this {@variantrule Reaction|XPHB} a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.
Infiltrator.
The damage die of your Lightning Launcher increases to {@damage 2d6} Lightning damage. Any creature that takes Lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds {@variantrule Dim Light|XPHB} in a 5-foot radius, and it has {@variantrule Disadvantage|XPHB} on attack rolls against you, as the light jolts it if it attacks you.
Additionally, as a {@variantrule Bonus Action|XPHB}, you can gain a {@variantrule Fly Speed|XPHB} equal to twice your {@variantrule Speed|XPHB} until the end of the current turn. You can take this {@variantrule Bonus Action|XPHB} a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.
{@i Wield Destructive Power from Afar}
An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield.
When you reach an Artificer level specified in the Artillerist Spells table, you thereafter always have the listed spells prepared.
| Artificer Level | Spells |
|---|---|
| 3 | {@spell Shield|XPHB}, {@spell Thunderwave|XPHB} |
| 5 | {@spell Scorching Ray|XPHB}, {@spell Shatter|XPHB} |
| 9 | {@spell Fireball|XPHB}, {@spell Wind Wall|XPHB} |
| 13 | {@spell Ice Storm|XPHB}, {@spell Wall of Fire|XPHB} |
| 17 | {@spell Cone of Cold|XPHB}, {@spell Wall of Force|XPHB} |
Using {@item Smith's Tools|XPHB} or {@item Woodcarver's Tools|XPHB}, you can take a {@action Magic|XPHB} action to create a Small or Tiny {@object Eldritch Cannon|EFA} in an unoccupied space on a horizontal surface within 5 feet of yourself. You determine its appearance, including whether you carry it or not (and your choice of legs or wheels, for the latter). It disappears if it is reduced to 0 {@variantrule Hit Points|XPHB} or after 1 hour. You can dismiss it early as a {@action Magic|XPHB} action.
Once you create a cannon, you can't do so again until you finish a {@variantrule Long Rest|XPHB} or expend a spell slot to create one. You can have only one cannon at a time and can't create one while you already have one.
You gain the following benefits.
Ranged Weaponry.
You gain proficiency with {@filter Martial Ranged weapons|items|type=martial weapon;ranged weapon=sand}.
Tool Proficiency.
You gain proficiency with {@item Woodcarver's Tools|XPHB}. If you already have this proficiency, you gain proficiency with one other type of {@item Artisan's Tools|XPHB} of your choice.
Wand Crafting.
When you craft a magic {@item Wand|XPHB}, the amount of time required to craft it is halved.
When you finish a {@variantrule Long Rest|XPHB}, you can use {@item Woodcarver's Tools|XPHB} to carve special sigils into a {@item Rod|XPHB}, {@item Staff|XPHB}, {@item Wand|XPHB}, or {@filter Martial Ranged weapon|items|type=martial weapon;ranged weapon=sand} and thereby turn it into your Arcane Firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.
You can use your Arcane Firearm as a {@variantrule Spellcasting Focus|XPHB} for your Artificer spells. When you cast an Artificer spell through the firearm, roll {@damage 1d8}, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.
Every {@object Eldritch Cannon|EFA} you create is now more destructive. You gain the following benefits.
Detonate.
When your cannon takes damage, you can take a {@variantrule Reaction|XPHB} to command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking {@damage 3d10} Force damage on a failed save or half as much damage on a successful one.
Firepower.
The cannon's damage rolls and the number of {@variantrule Temporary Hit Points|XPHB} granted by Protector increase by {@dice 1d8}.
You're a master at forming well-defended emplacements using your {@object Eldritch Cannon|EFA}. You gain the following benefits.
You can now have two cannons at the same time, and you can create two with the same {@action Magic|XPHB} action. (If you expend a spell slot to create the first cannon, you must expend another spell slot to create the second.) You can activate both of them with the same {@variantrule Bonus Action|XPHB}, ordering them to use the same activation option or different ones. You can't create a third cannon while you have two.
Shimmering Field Projection.
You and your allies have {@variantrule Cover|XPHB|Half Cover} while within 10 feet of your {@object Eldritch Cannon|EFA}.
Your combat training and your experiments with magic have paid off in two ways.
Arcane Empowerment.
When you attack with a magic weapon, you can use your Intelligence modifier, instead of your Strength or Dexterity modifier, for the attack and damage rolls.
Weapon Knowledge.
You gain proficiency with {@filter Martial weapons|items|type=martial weapon}. You can use a weapon with which you have proficiency as a {@variantrule Spellcasting Focus|XPHB} for your Artificer spells.
{@i Command a Construct Guardian}
A Battle Smith is a combination of protector and medic, an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a {@creature Steel Defender|EFA}, a protective companion of their own creation.
When you reach an Artificer level specified in the Battle Smith Spells table, you thereafter always have the listed spells prepared.
| Artificer Level | Spells |
|---|---|
| 3 | {@spell Heroism|XPHB}, {@spell Shield|XPHB} |
| 5 | {@spell Shining Smite|XPHB}, {@spell Warding Bond|XPHB} |
| 9 | {@spell Aura of Vitality|XPHB}, {@spell Conjure Barrage|XPHB} |
| 13 | {@spell Aura of Purity|XPHB}, {@spell Fire Shield|XPHB} |
| 17 | {@spell Banishing Smite|XPHB}, {@spell Mass Cure Wounds|XPHB} |
Your tinkering has borne you a companion, a {@creature Steel Defender|EFA}. You determine the defender's appearance and whether it has two legs or four; your choices don't affect the defender's game statistics.
The {@creature Steel Defender|EFA|defender} is {@variantrule Friendly [Attitude]|XPHB|Friendly} to you and your allies and obeys you. It vanishes if you die.
The Defender in Combat.
In combat, the defender acts during your turn. It can move and take its {@variantrule Reaction|XPHB} on its own, but the only action it takes is the {@action Dodge|XPHB} action unless you take a {@variantrule Bonus Action|XPHB} to command it to take an action. If you have the {@condition Incapacitated|XPHB} condition, the defender acts on its own and isn't limited to the {@action Dodge|XPHB} action.
Restoring or Replacing the Defender.
If the defender has died within the last hour, you can take a {@action Magic|XPHB} action to touch it and expend a spell slot. The defender returns to life after 1 minute with all its {@variantrule Hit Points|XPHB} restored.
Whenever you finish a {@variantrule Long Rest|XPHB}, you can create a new {@creature Steel Defender|EFA|defender} if you have {@item Smith's Tools|XPHB} in hand. If you already have a defender from this feature, the first one vanishes.
You gain the following benefits.
Tool Proficiency.
You gain proficiency with {@item Smith's Tools|XPHB}. If you already have this proficiency, you gain proficiency with one other type of {@item Artisan's Tools|XPHB} of your choice.
Weapon Crafting.
When you craft a nonmagical or magic weapon, the amount of time required to craft it is halved.
You can attack twice instead of once whenever you take the {@action Attack|XPHB} action on your turn. You can forgo one of your attacks when you take the {@action Attack|XPHB} action to command your {@creature Steel Defender|EFA} to take the Force-Empowered Rend action.
When either you hit a target with an attack roll using a magic weapon or your {@creature Steel Defender|EFA} hits a target, you can channel magical energy through the strike to create one of the following effects:
- The target takes an extra {@damage 2d6} Force damage.
- Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring {@dice 2d6} {@variantrule Hit Points|XPHB} to it.
You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once per turn. You regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.
Your {@subclassFeature Arcane Jolt|Artificer|EFA|Battle Smith|EFA|9|EFA} and {@creature Steel Defender|EFA} have become more powerful, granting these benefits.
Improved Jolt.
The extra damage and healing of your Arcane Jolt both increase to {@dice 4d6}.
Improved Deflection.
Whenever your {@creature Steel Defender|EFA} uses its Deflect Attack, the attacker takes Force damage equal to {@dice 1d4} plus your Intelligence modifier.
Whenever you finish a {@variantrule Long Rest|XPHB} while holding {@item Cartographer's Tools|XPHB}, you can use that tool to create a set of magical maps by touching at least two creatures (one of whom can be yourself), up to a maximum number of creatures equal to 1 plus your Intelligence modifier (minimum of two creatures). Each target receives a magical map, which constantly updates to show the relative position of all the map holders but is illegible to all others. The maps last until you die or until you use this feature again, at which point any existing maps created by this feature immediately vanish.
While carrying the map, a target gains the following benefits.
Awareness.
The target adds {@dice 1d4} to its {@variantrule Initiative|XPHB} rolls.
Positioning.
The target knows the location of all other map holders that are on the same plane of existence as itself. When casting a spell or creating another effect that requires being able to see the effect's target, a map holder can target another map holder regardless of sight or cover, so long as the other map holder is still within the effect's range.
{@i Chart Advantageous Courses through Turmoil}
Cartographers are the premier navigators and reconnaissance agents. Using their creations, Cartographers can highlight threats, safeguard allies, and carve portals to distant locations.
When you reach an Artificer level specified in the Cartographer Spells table, you thereafter always have the listed spells prepared.
| Artificer Level | Spells |
|---|---|
| 3 | {@spell Faerie Fire|XPHB}, {@spell Guiding Bolt|XPHB}, {@spell Healing Word|XPHB} |
| 5 | {@spell Locate Object|XPHB}, {@spell Mind Spike|XPHB} |
| 9 | {@spell Call Lightning|XPHB}, {@spell Clairvoyance|XPHB} |
| 13 | {@spell Banishment|XPHB}, {@spell Locate Creature|XPHB} |
| 17 | {@spell Scrying|XPHB}, {@spell Teleportation Circle|XPHB} |
You gain the following benefits.
Illuminated Cartography.
You can cast {@spell Faerie Fire|XPHB} without expending a spell slot, outlining the affected creatures as if in ink. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.
Portal Jump.
On your turn, you can spend an amount of movement equal to half your {@variantrule Speed|XPHB} (round down) to teleport to an unoccupied space you can see within 10 feet of yourself or within 5 feet of a creature that is within 30 feet of you and holding one of your Adventurer's Atlas maps. You can't use this benefit if your {@variantrule Speed|XPHB} is 0.
You gain the following benefits.
Tool Proficiency.
You gain proficiency with {@item Calligrapher's Supplies|XPHB} and {@item Cartographer's Tools|XPHB}. If you already have one of these proficiencies, you gain proficiency with one other type of {@item Artisan's Tools|XPHB} of your choice (or with two other types if you have both).
Scroll Crafting.
When you scribe a {@item Spell Scroll|XDMG} using the crafting rules in the {@book Player's Handbook|PHB}, the amount of time required to craft it is halved.
Once per turn, whenever you cast a spell from your Cartographer Spells list or hit a creature affected by your {@spell Faerie Fire|XPHB} with an attack roll, you can add your Intelligence modifier to one damage roll of the spell or attack.
In addition, taking damage can't cause you to lose {@status Concentration|XPHB} on {@spell Faerie Fire|XPHB}.
When you use your {@classFeature Flash of Genius|Artificer|EFA|7|EFA}, you or a willing creature of your choice that you can see within 30 feet of yourself can teleport up to 30 feet to an unoccupied space you can see as part of that same {@variantrule Reaction|XPHB}.
Your Adventurer's Atlas improves, gaining the following benefits.
Safe Haven.
When a map holder would be reduced to 0 {@variantrule Hit Points|XPHB} but not killed outright, that creature can destroy its map. The creature's {@variantrule Hit Points|XPHB} instead change to a number equal to twice your Artificer level, and the creature is teleported to an unoccupied space within 5 feet of you or another map holder of its choice.
Unerring Path.
If you are one of the map holders for your Adventurer's Atlas, you can cast {@spell Find the Path|XPHB} without expending a spell slot, without preparing the spell, and without needing spell components. Once you use this benefit, you can't use it again until you finish a {@variantrule Long Rest|XPHB}.
Using {@item Tinker's Tools|XPHB} or another type of Artisan's Tools with which you have proficiency, you can take a {@action Magic|XPHB} action to create a {@creature Reanimated Companion|RHW} through the power of necromancy and science. The companion manifests in an unoccupied space within 5 feet of you. You determine the companion's appearance; your choices don't affect the companion's game statistics.
The companion is {@variantrule Friendly [Attitude]|XPHB|Friendly} to you and your allies and obeys you. It lasts until you finish a Long Rest or until you take a {@action Magic|XPHB} action to dismiss it early, at which point it harmlessly collapses into a pile of viscera. It immediately drops to 0 Hit Points and dies (triggering its Death Burst trait) if you die.
Once you create a companion, you can't do so again until you finish a Long Rest or expend a spell slot to create one. You can have only one companion at a time and can't create one while your companion is present.
The Companion in Combat.
In combat, the companion acts during your turn. It can move and take its Reaction on its own, but the only action it takes is the {@action Dodge|XPHB} action unless you take a Bonus Action to command it to take an action. If you have the {@condition Incapacitated|XPHB} condition, the companion acts on its own and isn't limited to the Dodge action.
{@i Reassemble Corpses and Raise the Dead}
Reanimators defy the laws of nature in pursuit of gruesome experiments. These grim Artificers stitch together servants from disparate corpses, use foul magic to strengthen the living, and transform the art of necromancy into a terrifying science.
When you reach an Artificer level specified in the Reanimator Spells table, you thereafter always have the listed spells prepared.
| Artificer Level | Spells |
|---|---|
| 3 | {@spell False Life|XPHB}, {@spell Spare the Dying|XPHB}, {@spell Witch Bolt|XPHB} |
| 5 | {@spell Blindness/Deafness|XPHB}, {@spell Enhance Ability|XPHB} |
| 9 | {@spell Animate Dead|XPHB}, {@spell Lightning Bolt|XPHB} |
| 13 | {@spell Blight|XPHB}, {@spell Death Ward|XPHB} |
| 17 | {@spell Antilife Shell|XPHB}, {@spell Raise Dead|XPHB} |
You gain the following benefits.
Jolt to Life.
When you cast {@spell Spare the Dying|XPHB}, you can modify the spell so that it sends a jolt of electricity through the target, reviving it. The target regains a number of Hit Points equal to your Artificer level, and each creature of your choice in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the target makes a Dexterity saving throw against your spell save DC, taking {@damage 2d4} Lightning damage on a failed save or half as much damage on a successful one.
You can modify the spell this way a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a Long Rest. The Lightning damage of this feature increases by {@dice 1d4} when you reach Artificer levels 11 ({@dice 3d4}) and 17 ({@dice 4d4}).
Reanimator's Tools.
You gain proficiency with {@item Alchemist's Supplies|XPHB}. If you already have this proficiency, you gain proficiency with one other type of Artisan's Tools of your choice.
Whenever you create a {@creature Reanimated Companion|RHW}, it gains one of the following options of your choice; choose when you create the companion.
Arcane Conduit.
You can cast spells as though you were in the companion's space, but you must use your own senses. Once per turn, when you cast an Artificer spell from the Evocation or Necromancy school and deal damage while your companion is within 120 feet of you, you can add your Intelligence modifier to one damage roll of that spell.
Ferocity.
The damage die of the companion's Dreadful Swipe increases to {@dice 1d6}.
The damage of your {@creature Reanimated Companion|RHW|Reanimated Companion's} Death Burst increases to {@dice 4d4}. Necrotic damage dealt by your companion ignores Resistance.
You experiment and alter your companion further. Whenever you create a {@creature Reanimated Companion|RHW}, the companion now gains two options for Strange Modifications, instead of one. Additionally, when picking options for Strange Modifications, you can also choose from the following options.
Bloated.
The companion becomes Large. Whenever it hits a Large or smaller creature with its Dreadful Swipe action, that creature is pushed up to 10 feet away from the companion. Additionally, you can add your Intelligence modifier to the damage dealt by the companion's Death Burst.
Gaunt.
The companion's Speed increases to 45 feet, and it gains a Climb Speed equal to its Speed. It can climb difficult surfaces, including along ceilings, without needing to make an ability check. In addition, whenever a creature of your choice starts its turn within a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from your companion, the creature must succeed on a Wisdom saving throw against your spell save DC or have the {@condition Frightened|XPHB} condition until the start of its next turn.
Moist.
The companion gains a Swim Speed equal to its Speed, and it can move through a space as narrow as 1 inch without expending extra movement to do so. In addition, whenever the companion is hit by an attack roll from a creature within 10 feet of itself, the attacker takes Acid damage equal to your Intelligence modifier.
You have mastered the science of revivification, granting you the following benefits.
Facilitated Revival.
You can cast {@spell Raise Dead|XPHB} once without expending a spell slot and without Material components, provided you use {@item Tinker's Tools|XPHB} or another type of Artisan's Tools with which you have proficiency as the Spellcasting Focus. Once you use this feature, you can't use it again until you finish a Long Rest.
Life Transfer.
You can siphon the animating magic of your {@creature Reanimated Companion|RHW} to bolster yourself. When you or your companion takes damage, you can take a Reaction to gain a number of Hit Points equal to your companion's current Hit Points. The companion then immediately drops to 0 Hit Points and dies (triggering its Death Burst trait).
Superior Modifications.
Whenever you create a {@creature Reanimated Companion|RHW}, the companion now gains three options for Strange Modifications.
An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
| Artificer Level | Spell |
|---|---|
| 3rd | {@spell healing word}, {@spell ray of sickness} |
| 5th | {@spell flaming sphere}, {@spell Melf's acid arrow} |
| 9th | {@spell gaseous form}, {@spell mass healing word} |
| 13th | {@spell blight}, {@spell death ward} |
| 17th | {@spell cloudkill}, {@spell raise dead} |
Beginning at 3rd level, whenever you finish a long rest, you can magically produce an {@i experimental elixir} in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an {@condition incapacitated} creature.
Creating an {@i experimental elixir} requires you to have {@item alchemist's supplies|PHB} on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.
When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.
You can create additional {@i experimental elixirs} by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.
| d6 | Effect |
|---|---|
| 1 | {@b Healing}. The drinker regains a number of hit points equal to {@dice 2d4} + your Intelligence modifier. |
| 2 | {@b Swiftness}. The drinker's walking speed increases by 10 feet for 1 hour. |
| 3 | {@b Resilience}. The drinker gains a +1 bonus to AC for 10 minutes. |
| 4 | {@b Boldness}. The drinker can roll a {@dice d4} and add the number rolled to every attack roll and saving throw they make for the next minute. |
| 5 | {@b Flight}. The drinker gains a flying speed of 10 feet for 10 minutes. |
| 6 | {@b Transformation}. The drinker's body is transformed as if by the {@spell alter self} spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. |
When you adopt this specialization at 3rd level, you gain proficiency with {@item alchemist's supplies|PHB}. If you already have this proficiency, you gain proficiency with one other type of {@item artisan's tools|PHB} of your choice.
At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your {@item alchemist's supplies|PHB} as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).
Starting at 9th level, you can incorporate restorative reagents into some of your works:
- Whenever a creature drinks an {@i experimental elixir} you created, the creature gains temporary hit points equal to {@dice 2d6} + your Intelligence modifier (minimum of 1 temporary hit point).
- You can cast {@spell lesser restoration} without expending a spell slot and without preparing the spell, provided you use {@item alchemist's supplies|PHB} as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:
- You gain resistance to acid damage and poison damage, and you are immune to the {@condition poisoned} condition.
- You can cast {@spell greater restoration} and {@spell heal} without expending a spell slot, without preparing the spell, and without material components, provided you use {@item alchemist's supplies|PHB} as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.
An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.
You have advantage on Dexterity ({@skill Stealth}) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.
As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals {@damage 1d6} lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra {@damage 1d6} lightning damage to that target.
Your walking speed increases by 5 feet.
Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals {@damage 1d8} thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
{@i 3rd-level Armorer feature}
Your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have {@item smith's tools|PHB} in hand.
You gain the following benefits while wearing this armor:
- If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
- You can use the arcane armor as a spellcasting focus for your artificer spells.
- The armor attaches to you and can't be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.
- You can doff or don the armor as an action. The armor continues to be Arcane Armor until you don another suit of armor or you die.
{@i 3rd-level Armorer feature}
You can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.
Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.
You can change the armor's model whenever you finish a short or long rest, provided you have {@item smith's tools|PHB} in hand.
Guardian.
You design your armor to be in the front line of conflict. It has the following features:
- [object Object]
- [object Object]
Infiltrator.
You customize your armor for subtle undertakings. It has the following features:
- [object Object]
- [object Object]
- [object Object]
{@i 3rd-level Armorer feature}
You always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
| Artificer Level | Spell |
|---|---|
| 3rd | {@spell magic missile}, {@spell thunderwave} |
| 5th | {@spell mirror image}, {@spell shatter} |
| 9th | {@spell hypnotic pattern}, {@spell lightning bolt} |
| 13th | {@spell fire shield}, {@spell greater invisibility} |
| 17th | {@spell passwall}, {@spell wall of force} |
{@i 3rd-level Armorer feature}
You gain proficiency with heavy armor. You also gain proficiency with {@item smith's tools|PHB}. If you already have this tool proficiency, you gain proficiency with one other type of {@item artisan's tools|PHB} of your choice.
{@i 5th-level Armorer feature}
You can attack twice, rather than once, whenever you take the {@action Attack} action on your turn.
{@i 9th-level Armorer feature}
You learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.
When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force it to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra {@damage 1d6} lightning damage.
{@i 15th-level Armorer feature}
Your Arcane Armor gains additional benefits based on its model, as shown below.
An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power was valued by all the armies of the Last War. Now that the war is over, some members of this specialization have sought to build a more peaceful world by using their powers to fight the resurgence of strife in Khorvaire.
The gnome artificer Vi, an unlikely yet key member of House Cannith's warforged project, has been especially vocal about making things right: "It's about time we fixed things instead of blowing them all to hell."
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
| Artificer Level | Spell |
|---|---|
| 3rd | {@spell shield}, {@spell thunderwave} |
| 5th | {@spell scorching ray}, {@spell shatter} |
| 9th | {@spell fireball}, {@spell wind wall} |
| 13th | {@spell ice storm}, {@spell wall of fire} |
| 17th | {@spell cone of cold}, {@spell wall of force} |
At 3rd level, you learn how to create a magical cannon. Using {@item woodcarver's tools|PHB} or {@item smith's tools|PHB}, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.
Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present.
The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the {@spell mending} spell is cast on it, it regains {@dice 2d6} hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
| Cannon | Activation |
|---|---|
| {@object Eldritch Cannon, Flamethrower|TCE|Flamethrower} | The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking {@damage 2d8} fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. |
| {@object Eldritch Cannon, Force Ballista|TCE|Force Ballista} | Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes {@damage 2d8} force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. |
| {@object Eldritch Cannon, Protector|TCE|Protector} | The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to {@damage 1d8} + your Intelligence modifier (minimum of +1). |
When you adopt this specialization at 3rd level, you gain proficiency with {@item woodcarver's tools|PHB}. If you already have this proficiency, you gain proficiency with one other type of {@item artisan's tools|PHB} of your choice.
At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use {@item woodcarver's tools|PHB} to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.
You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a {@damage d8}, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.
Starting at 9th level, every eldritch cannon you create is more destructive:
- The cannon's damage rolls all increase by {@damage 1d8}.
- As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking {@damage 3d8} force damage on a failed save or half as much damage on a successful one.
Starting at 15th level, you're a master at forming well-defended emplacements using Eldritch Cannon:
- You and your allies have {@quickref Cover||3||half cover} while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
- You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.
Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.
Battle Smiths played a key role in House Cannith's work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles.
When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:
- You gain proficiency with {@filter martial weapons|items|type=martial weapon}.
- When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
| Artificer Level | Spell |
|---|---|
| 3rd | {@spell heroism}, {@spell shield} |
| 5th | {@spell branding smite}, {@spell warding bond} |
| 9th | {@spell aura of vitality}, {@spell conjure barrage} |
| 13th | {@spell aura of purity}, {@spell fire shield} |
| 17th | {@spell banishing smite}, {@spell mass cure wounds} |
By 3rd level, your tinkering has borne you a faithful companion, a {@creature steel defender|tce}. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.
In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the {@action Dodge} action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are {@condition incapacitated}, the defender can take any action of its choice, not just {@action Dodge}.
If the {@spell mending} spell is cast on it, it regains {@dice 2d6} hit points. If it has died within the last hour, you can use your {@item smith's tools|PHB} as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new steel defender if you have your {@item smith's tools|PHB} with you. If you already have a steel defender from this feature, the first one immediately perishes. The defender also perishes if you die.
When you adopt this specialization at 3rd level, you gain proficiency with {@item smith's tools|PHB}. If you already have this proficiency, you gain proficiency with one other type of {@item artisan's tools|PHB} of your choice.
Starting at 5th level, you can attack twice, rather than once, whenever you take the {@action Attack} action on your turn.
At 9th level, you learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:
- The target takes an extra {@damage 2d6} force damage.
- Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring {@dice 2d6} hit points to it.
You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.
At 15th level, your Arcane Jolt and steel defender become more powerful:
- The extra damage and the healing of your Arcane Jolt both increase to {@damage 4d6}.
- Your steel defender gains a +2 bonus to Armor Class.
- Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to {@damage 1d4} + your Intelligence modifier.