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##### The Artificer | Level | Proficiency Bonus | Features | Infusions known |Infused items | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Fundamentals of Magic, Magical Tinkering | - | - |- | - | - | - | - | | 2nd | +2 | Infuse Item, Spellcasting | 3 | 2 |2 | - | - | - | - | | 3rd | +2 | Artificer Specialist, Tool Expertise| 3 | 2 | 3 | - | - | - | - | | 4th | +2 | Ability Score Improvement | 4 | 2 | 3 | - | - | - | - | | 5th | +3 | Arcane Armament | 4 | 2 | 4 | 2 | - | - | - | | 6th | +3 | Artificer Specialist Feature| 4 | 3 |4 | 2 | | - | - | | 7th | +3 | The Right Cantrip for the Job | 5 | 3 |4 | 3 | - | - | - | | 8th | +3 | Ability Score Improvement | 5 | 3 |4 | 3 | - | - | - | | 9th | +4 | - | 5 | 3 |4 | 3 | 2 | - | - | | 10th | +4 | Superior Attunement | 5 | 3 |4 | 3 | 2 | - | - | | 11th | +4 | Spell-Storing Item | 6 | 4 | 4 | 3 | 3 | - | - | | 12th | +4 | Ability Score Improvement | 6 | 4 | 4 | 3 | 3 | - | - | | 13th | +5 | - | 6 | 4 | 4 | 3 | 3 | 1 | - | | 14th | +5 | Artificer Specialist Feature | 6 | 4 | 4 | 3 | 3 | 1 | - | | 15th | +5 | Burgeoning Enchanter | 7 | 4 |4 | 3 | 3 | 2 | - | | 16th | +5 | Ability Score Improvement | 7 | 5 |4 | 3 | 3 | 2 | - | | 17th | +6 | - | 7 | 5 |4 | 3 | 3 | 3 | 1 | | 18th | +6 | Remote Activation | 8 | 5 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Improvement| 8 | 5 |4 | 3 | 3 | 3 | 2 | | 20th | +6 | Soul of Artifice | 8 | 5 |4 | 3 | 3 | 3 | 2 |
#### 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 artificer level #### Proficiencies ___ - **Armor:** Light armor, medium armor, shields - **Weapons:** simple weapons, hand crossbows, heavy crossbows - **Tools:** Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice - **Saving Throws:** Constitution, Intelligence - **Skills:** Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - Any two simple weapons - A light crossbow, heavy crossbow, or hand crossbow and 20 bolts - *(a)* Scale mail or *(b)* leather armor - Thieves' tools , tinker's tools, and a dungeoneer's pack
### Fundamentals of Magic Even a fledgeling student of artifice has some familiarity with control of magic, however minor it may be. You know two cantrips from the Artificer spell list. You learn an additional Artificer cantrip at 7th and 14th level. ### Magical Tinkering At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must have thieves’ tools, tinker’s tools, or other artisan’s tools 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. \pagebreak * 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 give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the 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. ### Infuse Item At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items. #### Infusions Known When you gain this feature, pick three artificer infusions to learn, choosing from the “Artificer Infusions” 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. #### 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, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in the Dungeon Master’s Guide, page 136). 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. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
### Spellcasting You have studied the workings of magic, how to channel it through objects, and how to awaken it within them. By the time you reach 2nd levei, you hhave learned to invoke magic to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders through various items. #### Tools Required You produce your artificer spell effects through your tools. You must have a spellcasting focus— specifically thieves’ tools or some kind of artisan’s tool—in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way. See chapter 5, “Equipment,” in the Player’s Handbook for descriptions of these tools. You can also use any item bearing one of your infusions as a spellcasting focus. #### 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 artificer spell list. 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 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 in 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. **Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier **Spell attack modifier** = your proficiency bonus + your Intelligence modifier #### Ritual Casting You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared. \pagebreak ### Artificer Specialist At 3rd level, you choose the type of specialist you are: Alchemist or Artillerist, each of which is detailed at the end of the class’s description. Your choice grants you features at 3rd level and again at 6th and 14th level. ### Tool Expertise Starting at 3rd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 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. ### Arcane Armament Starting at 5th level, you can channel the magic in your weapon to combine spell and steel. As an action, make a weapon attack using a magic weapon. If you hit, you may also cast an Artificer cantrip as part of the same action. ### The Right Cantrip for the Job At 7th level, you gain the ability to make sure you always have the right magical tool for a job. Whenever you finish a short or long rest, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list. ### Malleable Soul At 10th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time and you ignore all class, race, and level requirements on the use of magic items. ### Spell-Storing Item When you reach 11th level, you learn how to store a spell in an object for repeated use. Whenever you finish a long rest, you can touch one simple or martial weapon or an item that you can use as a spellcasting focus. You store a spell in the selected item, choosing one 1st-, 2nd-, or 3rd-level spell from the artificer spell list that you have prepared, requires 1 action to cast, and does not consume material components. The weapon holds a number of charges equal to double your Intelligence modifier (minimum of two). With the object in hand, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. Doing so expends a number of charges equal to the spell's level. The spell stays on the object until all the charges have been used up or until you use this feature again.
### Burgeoning Enchanter At 15th level, you can attune to a total of 5 magical items. As an action, you can touch an item that expends charges to cast a spell and expend a spell slot. The item regains a number of charges equal to the level of the spell slot you expended. ### Remote Activation At 18th level, your mastery of your enchantments ensures distance is no barrier for your control of them. When you see a creature be hit with an attack using a weapon or item you have stored a spell in with your Spell-Storing Item feature, you may use your reaction to activate the spell. If the spell targets an individual creature, you choose if it targets either the creature holding the weapon or the target of the weapon attack. If the spell targets an area, the area must include either the creature holding the weapon or the target of the weapon attack. If the spell requires concentration, you must maintain the concentration. ### 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 can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.