|Mana||Max Spell Level
|Artificer Specialist, Magic Item Analysis||
|2nd||D4/+2||Tool Expertise, Magic Item Crafting||–||–||–|
|3rd||D4/+2||Artificer Specialist feature, Spellcasting||3||7||1|
|4th||D4/+2||Ability Score Improvement, Infuse Magic||4||9||1|
|8th||D6/+3||Ability Score Improvement||6||22||2|
|9th||D8/+4||Artificer Specialist feature||6||28||2|
|10th||D8/+4||Faster Magic Item Crafting||7||32||2|
|12th||D8/+4||Ability Score Improvement||8||37||2|
|14th||D10/+5||Artificer Specialist feature||10||42||3|
|15th||D10/+5||Superior Charges, Quickened Magic Item Crafting||10||47||3|
|16th||D10/+5||Ability Score Improvement||11||47||3|
|17th||D12/+6||Artificer Specialist feature||11||54||3|
|18th||D12/+6||Ability Score Improvement||11||57||3|
|20th||D12/+6||Soul of Artifice, Wondrous Invention||13||67||4|
Makers of magic-infused objects, artificers are defined by their inventive nature. Like wizards, they see magic as a complex system waiting to be decoded and controlled through a combination of thorough study and investigation. Artificers, though, focus on creating marvelous new magical objects. Spells are often too ephemeral and temporary for their tastes. Instead, they seek to craft durable, useful items.
Every artificer is defined by a specific craft. Artificers see mastering the basic methods of a craft as the first step to true progress, the invention of new methods and approaches.
All artificers are united by their curiosity and inventive nature. To an artificer, magic is an evolving art with a leading edge of discovery and mastery that pushes further ahead with each passing year. Artificers value novelty and discovery. This penchant pushes them to seek a life of adventure. A hidden ruin might hold a forgotten magic item or a beautifully crafted mirror perfect for magical enhancement. Artificers win respect and renown among their kind by uncovering new lore or inventing new methods of creation.
The artificers’ drive to invent and expand their knowledge creates an intense drive to uncover new magic discoveries. An artificer who hears news of a newly discovered magic item must act fast to get it before any rivals do. Good-aligned artificers recover items on adventures or offer gold or wondrous items to those who possess items they are keen to own. Evil ones have no problem committing crimes to claim what they want.
Almost every artificer has at least one rival, someone whom they seek to outdo at every turn. By the same token, artificers with similar philosophies and theories band together into loose guilds. They share their discoveries and work together to verify their theories and keep ahead of their rivals.
Creating A Artificer
When creating an artificer character, think about your character’s background and drive for adventure. Does the character have a rival? What is the character’s relationship with the artisan or artificer who taught the basics of the craft? Talk to your DM about the role played by artificers in the campaign, and what sort of organizations and NPC’s do you have ties to?
You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the guild artisan background.
As an artificer, you gain the following class features.
Hit Dice: 1D8 per Artificer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1D8 (or 5) + your Constitution modifier per fighter level after 1st.
Armor: Light and medium armor
Weapons: Simple weapons
Tools: Thieves’ tools, two other tools of your choice
Saving Throws: Constitution, Intelligence
Skills: : Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand
You start 5D4 x 10 gold with which you can purchase your starting equipment with.
magic item analysis
Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.
Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.
Magic Item Crafting
Starting at 2nd level, you can create magic items twice as fast as normal being able to work 50g + crafting check per 8 hour day spent working on a magic item instead of the usual 25g per 8 hour day.
Faster Magic Item Crafting
Starting at 10th level, you can create magic items four times as fast as normal being able to work 100g per 8 hour day spent working on a magic item instead of the usual 25g per 8 hour day.
Quickend Magic Item Crafting
Starting at 15th level, you can create magic items eight times as fast as normal being able to work 200g per 8 hour day spent working on a magic item instead of the usual 25g per 8 hour day.
As part of your study of magic, you gain the ability to cast spells at 3rd level. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items.
mana and casting spells
The Artificer table shows how much mana you have to cast spells of 1st level and higher. To cast one of these spells, you must expend an amount of mana based on the slot of the spell’s level or higher. You regain all expended mana when you finish a long rest. You regain one mana point/Intelligence at the end of a short rest.
You can cast spells at higher level in some cases for spending higher amounts of mana. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
You can cast any spell you know.
Mana Point Cost
|Spell Level||Point Cost|
Spells known at first level and higher
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your intelligence modifier
SPELL CASTING FOCUS
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your wizard spells.
Ability Score Improvement
- it’s a construct instead of a beast.
- It can’t be charmed
- It is immune to poison damage and the poisoned condition.
- It gains darkvision with a range of 60 feet if it doesn’t have it already.
- It understands the languages you can speak when you create it, but it can’t speak.
- If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker
Soul of artifice