Artificer

Level
Proficiency
Bonus
Features
Spells
Known
Mana Max Spell Level
1st
D4/+2
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
5th D6/+3  Superior Charges 4  14 1
6th D6/+3  Mechanical Servant 4  16 1
7th D6/+3  – 5  17 2
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
11th D8/+4  – 8  37 2
12th D8/+4  Ability Score Improvement 8  37 2
13th D10/+5  – 9  42  3
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
19th D12/+6  – 12  62  4
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.

Cunning Inventors

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.

Intense Rivalries

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?

Quick Build

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.

CLASS FEATURES

As an artificer, you gain the following class features.

HIT POINTS

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.

PROFICIENCIES

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

STARTING GOLD

You start 5D4 x 10 gold with which you can purchase your starting equipment with.

Artificer Specialist

At 1st level, you choose the type of Artificer Specialist you are: Enchanter, Artifice, or Golemsmith. Your choice grants you features at 1st level and again at 3rd, 9th, 14th, and 17th level.

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.

tool expertise

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.

SPELLCASTING

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
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th 9
7th 10
8th 11
9th 13
Spells known at first level and higher
You know three 1st – level spells of your choice from the Artificer Spell List.
 
The Spells Known column of the Artificer table shows when you learn more artificer spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Artificer table.
 
Additionally, when you gain a level in this class, you can choose one of the artificer spells you know from this feature and replace it with another spell from the artificer spell list. The new spell must also be of a level for which you have spell slots on the Artificer table.
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.

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.

Infuse Magic
Starting at 4th level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.
 
Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spell casting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item.
 
If the spell’s range is self, it targets the creature that activates the item. When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.
 
You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.
 
Ability Score Improvement
When you reach 4th, 8th, 12th, 16th, and 18th 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.
 
Superior Charges
At 5th level, your superior understanding of magic items allows you to master their use. You can get double the amount of charges of use from a magic item with charges.
 
At 15th level, this limit increases to triple use of charges from magic items.
 
Mechanical Servant
At 6th level, your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.
 
Select a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:
 
  • 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
The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.
 
Soul of artifice
At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
 

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