
MTG Artificer
A gnome creeps along the outside of the town gate, as a small, glowing purple crystal projects the image of an enormous dragonfly diving and dashing about in the air. The city guard watch it with curiosity as the craft gnome sneaks into town undetected.
An elf scrambles up the castle's wall, Baron von Hendriks' men close behind her. As she clambers over the battlements, she reaches into her satchel, pulls out three vials, mixes their contents into a small leather bag, and flings it at her pursuers. The bag bursts at their feet, trapping them in thick, black glue as she makes her escape.
After hours of comprehensive and well-documented iteration the vedalken apprentice finally determines a perfectly-balanced and sufficiently reliable source of power for the precious artifact. The sages will never need to work by candle light ever again! The device clicks, tips back and forth and then whirls to life, light bouncing from mirror to mirror drenching the entire library in a warm luminescence.
Makers of magic-infused objects, artificers are defined 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. They use tools and knowledge to channel arcane power, research and crafting to prototype and refine magical creations.
Instead of spells, the magic of artificers is fundamentally tied to their tools, talents and minds. For the purposes of the player character class every artificer is defined by a specific kind of artifice: invention or alchemy
Situating This Class Adaption
The official Wizards of the Coast (WoC) Artificer is built for the Ebberon setting and consequently most of its abilities match the possibilities and expectations of that universe. This guide instead focuses on the types of Artificers that might be found in Magic the Gathering's (MTG) Plances of Ravnica and Kaladesh. Surely many other worlds in the MTG universe do also include Artificers, such as the the machinists of Dominaria, mad scientists of Innistrad, Zendikari Stoneforgers, knights of Phyrexia or maybe even the crafty Brazen Coalition pirates of Ixalan. Feel free to adapt it to fit your MTG world of choice.
This adaption of the Artificer borrows concepts and content from several sources and builds on the play balance, advancement frame and magic capability precedent set by the WoC Warlock class. See the last page for specific credits for all content found here.
Cunning Innovators
All artificers are united by their curious and inventive nature. To an inventor, understanding magic is an evolving art on the cutting-edge of discovery and mastery that leaps further ahead with each passing year. They value novelty and discovery and 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 Artificer
| Level | Proficiency Bonus |
Features | Cantrips | Spells Known |
Spell Slots |
Slot Level |
Innovations Known |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Artificer Specialization, Spellcasting | 2 | 2 | 1 | 1st | — |
| 2nd | +2 | Innovation of Artifice | 2 | 3 | 2 | 1st | 2 |
| 3rd | +2 | Signature Apparatus | 2 | 4 | 2 | 2nd | 2 |
| 4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd | 2 |
| 5th | +3 | Tool Expertise | 3 | 6 | 2 | 3rd | 3 |
| 6th | +3 | Artificer Specialization Feature | 3 | 7 | 2 | 3rd | 3 |
| 7th | +3 | The Right Cantrip for the Job | 3 | 8 | 2 | 4th | 4 |
| 8th | +3 | Ability Score Improvement | 3 | 9 | 2 | 4th | 4 |
| 9th | +4 | Study of Magic | 3 | 10 | 2 | 5th | 5 |
| 10th | +4 | Artificer Specialization Feature | 4 | 10 | 2 | 5th | 5 |
| 11th | +4 | Arcanum Discovery (6th level spell powers) | 4 | 11 | 3 | 5th | 5 |
| 12th | +4 | Ability Score Improvement | 4 | 11 | 3 | 5th | 6 |
| 13th | +5 | Arcanum Discovery (7th level spell powers) | 4 | 12 | 3 | 5th | 6 |
| 14th | +5 | Artificer Specialization Feature | 4 | 12 | 3 | 5th | 6 |
| 15th | +5 | Arcanum Discovery (8th level spell powers) | 4 | 13 | 3 | 5th | 7 |
| 16th | +5 | Ability Score Improvement | 4 | 13 | 3 | 5th | 7 |
| 17th | +6 | Arcanum Discovery (9th level spell powers) | 4 | 14 | 4 | 5th | 7 |
| 18th | +6 | Workshop or Vehicle | 4 | 14 | 4 | 5th | 8 |
| 19th | +6 | Ability Score Improvement | 4 | 15 | 4 | 5th | 8 |
| 20th | +6 | Soul of Artifice | 4 | 15 | 4 | 5th | 8 |
Intense Rivalries
An artificer who hears news of a newly discovered magic item must act fast to get it before any rivals do. Good inventors uncover or create items on adventures or trade with 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 guilds or societies. They share their discoveries and work together to verify their theories or projects to keep ahead of their rivals.
Creating an Artificer
When creating an artificer character, think about your character's backstory and drive for adventure. Do they have a rival? Is your motivation about curiosity and discovery, or about the power or prestige? Did you learn from another artificer, or find inspiration in another source? Consider how your character interacts with the a world, and what they represent.
Quick Build
You can make an artificer quickly by following these suggestions. Prioritize Intelligence followed by Constitution or Dexterity as your highest attributes. Second, choose a background that makes sense, like sage or guild artisan, or a guild in Ravnica, or any number of backgrounds in Kaladesh.
Class Features
- Hit Dice: 1d6 per artificer level
- Hit Points at 1st: Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per artificer level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons
- Tools: Any combination of tour tools and vehicles
- Saving Throws: Constitution, Intelligence
- Skills: Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion. Choose one of these to have expertise (double proficiency) in.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) simple weapon or (b) a blowgun with 20 darts or (c) a hand crossbow with 20 bolts.
- studded leather armor and, optionally, a shield
- explorer or scholar’s pack
Artificer Specialization
At 1st level, you focus your craft on a particular specialization: Alchemist or Inventor each of which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Magical or Mechanical?
Much of this is written from the prospective that an Artificer employs the application of magical energies to mechanical fiddling and tinkering. In Kaladesh magic is "aether", transferable energy of a gaseous or liquid form that can be harvested from the natural world. In Ravnica it's a bit more mystic like many classic D&D settings, though the Izzet are able to harness magic much like it occurs in Kaladesh.
Either way, the mechanics here are to support the use of objects that create spell effects. The Artificer is a curious mind that pushes the boundaries and investigates the unknown in pursuit of discovery and invention, whatever that might entail for your game!
Spellcasting
As part of your study of magic, you gain the ability to cast spells at 1st level. The spells you learn are limited in scope, more are opened up by your subclass.
Spell Slots
The Artificer Table shows how many spell slots you have to cast your artificer spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your artficer spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell sleep, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 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 of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new artificer spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the artificer spells you know and replace it with another spell from the artificer spell list, which also must be of a level for which you have spell slots.

Spells known are in addition to any provided by subclass or race.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.
Spell attack modifier = your proficiency bonus + your Intelligence modifier.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your artificer spells. See chapter 5, "Equipment" in the Player’s Handbook for various arcane focus options, but you may also use any set of tools, such as an Alchemy Kit or Tinkers' Tools as an Arcane Focus.
Innovation of Artifice
In your study of magic and science, you have unearthed innovations of artifice, applied theories of arcane scholarship that equip you with altered contraptions and abilities. At 2nd level, you gain two innovations of your choice. Your innovation options are detailed at the end of the class description. When you gain certain artificer levels, you gain additional innovations of your choice, as shown in the Innovations Known column of the Artificer table.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another innovation that you could learn at that level.
If an innovation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Signature Apparatus
At 3rd level choose one from the following:
- Gadget - A device of your choosing is able to create the effect of any three (3) different cantrips, cast as per normal but without components of any kind other than the Signature Apparatus device itself. Please note that only your artificer knows how to operate and understand this gadget, it can be given to others but will not function with magical effects.
Seem Familiar?
The Signature Aparatus is similar to the Pact Boon of the Warlock. Innovations are like Invocations. Arcanum Discoveries resemble Mystic Arcanum. You get the idea.
- Weapon - Choose any kind of martial weapon, melee or ranged. You are proficient with this Signature Apparatus weapon and it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, choose one of the following damage types: acid, cold, fire, lightning, poison or thunder. This Signature Apparatus weapon does this kind of damage instead of the default kind. Please note that only the artificer knows how to operate the weapon as intended. In the hands of others it acts like an ordinary weapon of whatever kind it may be.
- Construct Creature - Select any CR1/2 (or less) creature of type beast. Your Signature Apparatus is a construct version of this creature, able to respond to commands. If the Signature Apparatus creature is reduced to 0 HP it is rendered non-functional until repaired after a long rest. Use all properties and capabilities of your chosen creature except it has the following modifications:
- Attributes: Intelligence 4, Wisdom 8, Charisma 4
- Damage Immunities: poison, psychic
- Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
- Proficiency bonus: matches yours, determine bonus to-hit based on ability modifier + proficiency bonus
- Hit Points: the construct create gains 1d6 + constitution modifier HP per level past 1st
- Vehicle - Choose a GM-approved vehicle appropriate for your campaign. When you pilot this Signature Apparatus vehicle you may use it to cast the equivalent of two cantrips. Furthermore, you automatically gain proficiency and expertise (double proficiency bonus) with this vehicle. Anyone else who tries to use the vehicle will be unable to use its magical functions.
- Workshop - Your character has a GM-approved workshop or lab appropriate for your campaign. When doing work in this Signature Apparatus space you are able to use it to:
- Create the effect of one cantrip within the workshop
- Roll with advantage on any intelligence or wisdom skill checks used within the workshop
- Cast any spell you know as a ritual within the workshop, once per day
- No one else may use the spells and skill benefits of your workshop

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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Tool Expertise
Starting at 5th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
The Right Cantrip for the Job
At 7th level, you gain the ability to make sure you 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--or that your Signature Aparatus enables--with another cantrip from the artificer spell list.
Study of Magic
At 9th level, your proficiency in the workings of magic has become so great you can cast detect magic and identify at will without expending a spell slot or requiring material components. Additionally, you have advantage on all Intelligence (Arcana) checks to understand the workings of magical traps, effects, or runes.
Arcanum Discovery
At 11th level, your research and experiments with the science of the arcane arts helps you to develop an arcanum innovation, chosen from list at the end of this class. You can use your arcanum innovation once without expending a spell slot. You must finish a long rest before you can use it again.
At higher levels, you gain more arcanum innovations of your choice that can be used in this way: one at 13th, 15th and 17th level. You regain all uses of your arcanum innovations when you finish a long rest.
Workshop or Vehicle
At 18th level you gain a workshop OR vehicle that is the same as the one described in the Signature Aparatus section.
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 now attune up to four magic items at a time. In addition, you can activate a magic item that would normally take an action as a bonus action instead. Furthermore, you may attune to any magical item, even those not intended for your class.

Artificer Specializations
At 1st level choose one: Inventor or Alchemist.
Inventor
An Inventor is an Artificer whose curiosity and creative genius have run rampant in the application of magical-mechanical constructions. While other Artificers may spend their whole career perfecting a single-minded pursuit, an Inventor believes that quality through sheer iteration. Fast failures contribute to eventual successes.
Quick-footed and even quicker witted, an Inventor is never caught without another trick up their sleeve. Their minds are always jumping ahead on how to solve a problem with a clever gadget and they usually favor experimenting and tinkering from the onset, rather than planning or theorizing too much before implementation. They can come from any walk of life, but usually exemplifies a curiosity and distaste for the suppression of knowledge or technology, usually favoring freedom to experiment, leaning toward more chaotic behaviors.
Knowledge and Craft
When you choose this specialization at 1st level, you gain proficiency with a hand crossbow, net, whip and tinker's tools. You cast spells through use of gadgets or inventions.
Gizmos and Gadgets Galore
Your skills as an inventor let you choose from an expanded list of spells. All your spells take the form of inventions. The following spells are added to the artificer spell list for you:
| Spell Level | Spells |
|---|---|
| cantrip | mage hand |
| 1st | shield, thunderwave |
| 2nd | gust of wind, shatter |
| 3rd | lightning bolt, wind wall |
| 4th | fabricate, fire shield |
| 5th | cone of cold, wall of force |
Spontaneous Invention
Beginning at 1st level, you can swiftly create the perfect device for whatever situation you are dealing with. As a bonus action, you choose one skill based on Strength or Dexterity, or a any tool. You instantly invent a new device to assist in the task at hand. For the next minute, you may roll with advantage for any ability check for that skill or tool. Once you use this feature, you must finish a long rest before you can use it again.
Upcycler
Starting at the 6th level, during a short rest and taking effect when you complete it, you can disassemble your gadgets and create different ones. When you do this, swap any one innovation or spell you know with any other you have access to on the artificer (and subclass) innovation or spell list.
Arcane Armament
At 10th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. Alternatively, you may use this ability to cast a 1st level spell and make one weapon attack as a bonus action. Once you use this feature you cannot use it again until after a short or long rest.
Transferable Inventions
Beginning at the 14th level, you can give others your spell-casting inventions. You may spend an action to infuse a spell of 5th level or below into a device, which can be triggered by another and uses your Spell Save DC and/or Casting Modifier. Devices retain magical charge for up to 24 hours and require 10 minutes of instruction per level prior to use.
Inventors in Magic the Gathering
Inventors are of course the most common form of Artificer to be found in Kaladesh. They might include lifecrafters, quicksmith trinketeers, aeronauts, gearhulk fabricators, edificers or mechanist racers. On Ravnica the Izzet League employs Artificers in the form of Blastseekers, Staticasters or other weilders of mizzium aparati. Other guilds may have worthy inventors too, such as the resourceful spies of House Dimir or Dovin Baan's Azorius Senate agents of surveillance.

Alchemist
An Achemist is an expert at combining exotic reagents to produce mystical effects. Among artificers, members of this subclass are the greatest healers, as well as the ones most adept at wielding dangerous chemicals. While many a village has an apothecary grinding odd herbs and roots into potent concoctions, the careful process of mixing and brewing is just one way to achieve results. Some are radicals who find ways to modify their own bodies or thrill-seekers or junkies who ingest elements to alter the composition of their anatomy.
Alchemist's Proficiency
When you choose this specialization at 1st level, you gain proficiency with a blowgun, hand crossbow, alchemist’s supplies and herbalism kit.
Collection of Alchemical Concoctions
At 1st level, you've acquired a collection of useful basic concoctions, similar to a component pouch or bag. You've tucked away things that will come in handy, and can retrieve them as part of using an ability that requires them. As long as you have this item on your person, you use the alchemist's features it is considered as alchemy supplies for crafting.
If you lose your concoction collection, you can spend gold pieces to reacquire the various stocks you need, or spend time gathering them for free from a natural environment.
Chemical Savant
At 1st level you have been exposed to enough chemicals and unlocked their secrets that they pose little risk to you. You gain resistance to acid damage and poison damage and gain advantage on saving throws against poison.
Instant Potions
At 1st level, you know how to get chemical reactions to occur without the long process of grinding, simmering and infusing required for refined brewing. You know enough ways to do these that with just a few standard supplies, you can get results out of a wide range of materials you can gather in almost any locale and a pinch from your reagent pouch. This ability enables you to make Alchemical Infusions that are the equivalent of spells. When you cast spells in this way, they do not take effect immediately, but are infused instead. If the spell grants an effect or restores health, the creature will gain the effect of the spell when it is consumed as an action.
Alchemical Infusions
At 1st level, you have found a way to skip most of the brewing process for alchemically creating potent magically effects by directly infusing a potion, salve or spray with your magic. The following spells are added to the artificer spell list for you:
| Spell Level | Spells |
|---|---|
| cantrip | acid splash |
| 1st | cure wounds, grease |
| 2nd | acid arrow, enhance ability |
| 3rd | stinking cloud, haste |
| 4th | stoneskin, blight |
| 5th | cloudkill, transmute rock |
If the spell has an area of effect, that area of effect takes place when the and where it is used. As an action, you or another creature can either consume a vial, or throw it up to 30 feet where it shatters on impact.
If the spell has a persistent effect that requires concentration, it does not require concentration to maintain, but its duration is shortened to a number of rounds equal to your intelligence modifier.
A spell that does not require concentration lasts its normal duration. An infused potion loses its potency if it is not used by the end of your next long rest.
Wondrous Distribution
Starting at 6th level, you have learned to craft your infusions in a way that's easy to share with others - potions, elixirs and salves! When other creatures use your infusions, the they still uses your spell save DC and spell attack modifier. You may share infusions (spells) of up to 2nd level with this feature and they expire after 1 hour.
Potent Reagents
By 10th level your study of alchemy has taught you special ingredients to make your spells extra potent. As you cast a spell by using a potion, you may apply potent reagents to do one of the following:
- Reroll one of the damage or healing dice.
- Increase the area of any area of effect by increasing the radius of a sphere or cylinder or the length of a cone or cube by 50%, rounded up.
- Gain advantage on the first Constitution saving throw to maintain concentration on the spell.
- Impose disadvantage for one target on the second saving throw caused by the spell.


Alchemists in Magic the Gathering
Alchemists are rare in Kaladesh, mostly found among Elven lifecrafters who integrate organic material into their work, or potentially renegade aether smugglers or sky farmers. Perhaps the agents of the Consulate employ alchemists in their aether refineries or even an Aetherborn may find their gift of energy-based vampirism to take alchemical forms. The primary guild to find Alchemists in Ravnica is the Simic Combine where Adaptionists and Utopian Biomancers and Teraformers introduce changes to creatures and ecologies. Golgari Poisoners, Rot Farmers and Mycologists may also dip into dark forms of alchemy, perhaps maybe even a Gruul Clans Shaman or Selesnya Conclave or Boros Legion Healer may find it to be their path.
Potent reagents can only be used once per turn, and are used before the potion is expended (ie. you do not see the results before choosing to use them). You can use potent reagents a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a short or long rest.
Eureka Formula
At 14th level, you've learned to make exceptionally potent reagents. When you use potent reagents, you can apply up to two potent reagents effects per each use. (If a potent reagent effect is selected twice, effects that say first or second should be treated as if they say first and second, or second and third).
You may also share infusions, as described in Wonderous Distribution, of 3rd level and higher.

Arcane Innovations
For purposes of organization, these are split between general innovations, sub-class specific innovations and innovations that specifically rely on a Signature Apparatus.
Scientific Innovations
Specimen Analysis
Your skills of target analysis grant you a brief insight into how to optimize your attacks. Take an action to study a target you intend to strike. You have advantage on all attacks against it until you hit or a minute has passed. If you are not a Scientist you must use your Weapon Signature Apparatus for any attacks with this innovation.
Secrets of Gravity
You learn the secrets of infusing the ability escape the shackles of gravity into your Infusions or Inventions. You are under the effects of feather fall at all times at 1st level and may cast levitate at 5th level and fly at 9th level without expending a spell slot. Once you have activated this feature, you cannot activate it again until you complete a short or long rest.
Jumping Boots
You modify your boots with springs, bouncy flubber or gravity-resistant material. These boots charges equal to your Intelligence modifier to cast the spell jump as an action. Gain back all charges after a short or long rest.
Extra Arm
Prerequisite: 9th level
You have an attached mechanical or biological arm, providing you an extra hand. This arm only functions while it is mounted on your person, and can be triggered mentally without the need for you hands. This mechanical arm can serve any function a normal hand could, such as holding things, making attacks, interacting with the environment, etc, which can include an additional spellcasting or attack action (but never two spells in one round). Each activation lasts one round and you may only use it again after a long or short rest.
Intelligent Oversight
Prerequisite: 3rd level Artificer
You can use the Help action as a bonus action when assisting your allies. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the allied creature can see or hear you.
Beyond Theoretical
Prerequisite: 5th level Artificer
You have learned to apply scientific understanding of elements and casting conditions to alter your spells on the fly. You may do one of the following:
- Iterative trials. When you cast a spell that deals acid, cold, fire, lightning or thunder damage you may substitute that damage type for another from this list. When you roll damage for this spell, you may reroll one of the damage dice. You must use the new roll.
- Validity and reliability. When you cast a spell that forces other creatures to make a saving throw, you can protect one creature from the spell’s full force. A chosen creature automatically succeeds on its saving throw.
- Interdisciplinary methodology. You may swap a verbal or somatic component for the other, or replace either a verbal or somatic component with a material instead.
You must take a long or short rest in order to use this feature again.
Controlled Variables
Prerequisite: 9th level Artificer
You can inspect and maintain the party's weapons and armor to adapt them to the environment, foes or user needs. At the end of any short or long rest, choose weapons or armor for a number of creatures equal to your Intelligence modifier. Creatures for which you choose weapons get +2 to attack and damage rolls until after the next time they deal damage with a weapon attack. Creatures for which you choose armor get +2 to AC until after the next time they take damage from an attack against AC. These bonuses increase to +3 at 14th level.
Nullifier
Prerequisite: 5th level Artificer
You make a device that nullifies the arcane through means you assure everyone else you understand. As an action, you can use this device to cast dispel magic. Once you use this gadget, you cannot use it again until you complete a short or long rest.
Optical Adjustment
You create a set of lenses you can integrate into a set of goggles, eye drops, or other vision assistance that allow you to see through obscurement. You can see through fog, smoke and non-magical darkness as normal sight up to 15 feet.
Boostin'
You modify your boots or body to be streamlined and take faster strides. Take a bonus action to achieve the effect of the longstrider spell.

Scientists in Magic the Gathering
Scientists perform the research, archival and dissemination of information to make invention and alchemy possible. In Kaladesh the Aetherological Society seers, Consulate inspectors, or even industrial specialists such as metal spinners rise to fill these roles. There are many places to find such puzzlers of magical knowledge, from the Consulate House of Knowledge, Inquirium-bound inventors or the less zealous Renegades who support the cause from hiding. Ravnica may have arcane mathemeticians, inspectors or analysts in many guilds. The Izzet employ Pyrologists, Mimeographers, Elementalists, Weirdsculpters, Chemisters, Mizzium metalurgists and more. Simic research might entail Gyre Conservation, Teratology, Parasitology or the even the study of Mimicry. The Dimir, Azorius, and Golgari likely have Psychologists, Professors of Law Magic and Mycologist Sages respectively. Either subclass can be a sort of scientist, Arcane Innovations help to specify their field.
Active Camouflage
Prerequisite: 3rd level
You can camouflage yourself or others to blend into your surroundings. Use an action to create the effect of pass without trace or invisibility for a number of minutes equal to your Intelligence modifier. At 7th level you may cast greater invisibility or all stealth checks with pass without trace automatically succeed.
When this effect is inactive you are still considered lightly obscured and Wisdom (Perception) checks to find you that rely on vision are made with disadvantage.

Flashbang
You create a high luminary discharge device, container or reaction. As an action, you can target a point within 30 feet. Any creature within 20 feet of the targeted point must make a Dexterity saving throw or be blinded until the end of its next turn. Once you use this Flashbang, you cannot use it again until you complete a short or long rest.
Smoke Bomb
As an action, you can use this to cast fog cloud without expending a spell slot. It lasts a number of minutes equal to your intelligence modifier and does not require concentration. At 3rd level you can cast darkness instead and at 5th level you can use sleet storm.
Inventor Innovations
EMP ability
Electricity damage, double to constructs, stun
Airburst Mine
Prerequisite: Inventor Specialization
You create a mechanical device, potion or catalytic reaction capable of producing a devastating blast. You can use this device to cast shatter without expending a spell slot. Alternatively, you can set up the mine as an action to be triggered by your reaction within a 1 minute. Once used it cannot be used again until you complete a short or long rest.
Grappling Hook
Prerequisite: Inventor Specialization
As an attack or as an action, you may target a surface, object or creature within 20 feet. If the target is Medium or smaller, you can make a Grapple check to pull it to you and Grapple it. Alternatively, if the target is Large or bigger, you can choose to be pulled to it, however, this does not grapple it.
Shocking Hook
Prerequisite: Inventor Specialization, Shock Generator and Grappling Hook Innovations
You can integrate your Shock Generator and your Grappling Hook. If the target of your Grappling Hook is a creature, you can cast shocking grasp using your Shock Generator on that creature as a bonus action when pulling it to you or being pulled to it.
Battle Manuever
Prerequisite: Gadget, Construct Creature or Weapon Signature Apparatus, Inventor Specialization
Use your Signature Apparatus to create the effect of one Battle Maneuver from the Battlemaster Fighter class. You get one 1d6 superiority die, which increases to 1d8 at 5th level. Gain a second superiority die at 9th level.
Repair
Prerequisite: Inventor Specialization
You can take a short rest to work on a construct or inanimate object, causing it regain 10d6 hit points. This causes any parts or material that has broken away from the construct or object to reattach, repairing it to the condition it when before losing those hit points. If the construct or object damaged state is the result of age, you can instead repair to the condition it was in 10d6 years ago, if it was previously in a better condition during that time (the condition can only improve or not change).
Repeating Hand Crossbow
Prerequisite: Inventor Specialization
Prerequisite: Proficiency with hand crossbow
You build an improved hand crossbow. It has the Ammunition (range 30/120), Light, and Special properties and deals 1d8 piercing damage. At level 5, this weapon gains a +1 to attack and damage rolls; this increases to a +2 at level 14.
Special: This weapon does not require a free-hand to load, as it has a built in loader. Once per turn, when you take the Attack action with this weapon and have advantage on an attack, you can forgo advantage on an attack to make one additional weapon attack with this weapon against the same target.
Other Inventor Ideas
- Fire bolt
- Ray of frost
- Lightning lure
- Gust
- Water walk
- Erupting earth
- Blade ward
- Alarm
- Floating disk
- Zephyr Strike
- Control winds
- Hold person
Alchemist Innovations
All require the Alchemist Specialization.
Inoculations
Prerequisite: 7th level
You gain immunity to poison damage. Additionally, you and up to five allies of your choice are inoculated against the poisonous effects you can produce that require a constitution saving throw (such as the poisonous gas instant reaction or the cloudkill infusion), allowing them to automatically pass the saving throw.
Fortifying Fumes
You formulate a new reaction, a powerful fortifying stimulate. Targeting a point within 15 feet, as an action, you cause fumes to erupt. Creatures within 10 feet of the target point that inhale the fumes gain 1d4 temporary hit points, deal 1d4 additional damage on their next melee weapon attack, and have advantage on their next Constitution saving throw. Any remaining benefits fade at the end of your next turn.
The both the temporary hit points and damage bonus increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Frostbloom Reaction
Prerequisite: 3rd level
You formulate a new endothermic reaction, a devastating localized cold snap that creates an instant bloom of ice. Targeting a point within 15 feet, as an action, you cause an the area to erupt in frost.
The area within 5 feet of the target point becomes difficult terrain until the end of your next turn, and any creature in the area must make a Dexterity saving throw against your Spell Save DC, or be caught by the ice taking 1d6 cold damage; a creature entirely in the area of effect that fails also becomes restrained until the end of their next turn. They can use their action to make a Strength saving throw to break free of the ice early.
The damage damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
All Hot Air
You eat a spicy meatball that erupts in belches of crescendoing power. At first level a burp casts vicious mockery at will. Alternatively it can be used up to create the effect of cause fear or, at 3rd level become the dragon's breathe spell. You must take a short or long rest to be able to gain the effects from a spicy meatball again.
Revitalizing Elixir
Create a brew that applies the affect of spare the dying at will when fumes are wafted to an unconscious creature, and creates the effect of lesser restoration when fully applied or consumed. It can also be mixed with rations to create the effect of purify food and drink You must take a short or long rest to be able to gain any effects other than wafting from the elixir again.
Poisoner's Proficiency
Prerequisite: 5th level
You delve into the secrets of the darkest secrets of herblore, learning the potent secrets of poison. During a long rest, you can create one of the three following poisons.
- Contact poison. You can apply this to a weapon or up to ten pieces of ammunition, lasting until the end of your next long rest. That weapon deals an additional d4 equal to your Intelligence modifier poison damage to targets it strikes.
- Ingested poison. This a simple flavorless powder. If a creature consumes a full dose of this poison before the end of your next long rest, after one minute has passed they must make a Constitution saving throw with disadvantage against your spell save DC or take a number of d10 equal to your Intelligence modifier in poison damage, and become poisoned until they complete a long rest.
- Inhaled poison. Creates the effect of feign death in a willing subject or sleep in an unwilling one.
Aroma Therapies
You expand your alchemical knowledge to be able to produce incense and simmering reagents that grant effects to those that inhale their fumes. Choose one:
- A love potion that at 1st level it may be wafted to grant the effect of the friends cantrip at will, or consumed to become charm person. At 3rd level it may act as enthrall when consumed.
- An interrogation serum that may wafted as the mind splinter cantrip or be injected as command. It can function as suggestion or zone of truth at 2nd level.
You must take a short or long rest to clear your head and sinuses before using Aroma Therapies again.
Adrenaline Serum
Prerequisite: 9th level Artificer
As a bonus action on your turn, you can consume a dose of this serum. Consuming this Serum gives you advantage on all Strength and Dexterity checks as well as the effects of haste and heroism for its duration. These effects do not require concentration, but end when the serum ends. On the round that this wears off, your movement speed is zero and you cannot take any actions until the end of your turn. You can use this a number of times equal to your Constitution modifier (minimum 1) before you must take a short or long rest to be able to gain the effects from the serum again.
Mana Potion
During a short rest, you can create a mana potion. A mana potion loses its potency if it is not consumed within 1 hour. As an action, a creature can consume a mana potion to restore a spell slot of its choice, up to a level equal to your Intelligence modifier.
Other Alchemist Ideas
- enlarge/reduce, plant growth, giant insect
- polymorph
- barkskin, stoneskin
- poison spray + ray of sickness
- meld into stone
- alter self + primal savagery
- infestation + insect plague + contagion
- Dominate person
Signature Apparatus Innovations
Fire Spitter
Add a function to your Signature Apparatus that creates a quick blast of fire. As an action, you can cast burning hands at 1st level, alternatively Aganazzar's scorcher at 3rd level or fireball at 5th level without expending a spell slot, but the function cannot be used again until you complete a short or long rest.
Flamboyant Bolt Thrower
You now have proficiency with heavy crossbows and implement one into your Signature Apparatus. It functions like a normal crossbow but you may add your Intelligence modifier to attack rolls instead of Dexterity. At 3rd level you may use this device to cast acid arrow without expending a spell slot, but once used it cannot be used again until you complete a short or long rest. You may use this device to send up a flare that acts like casting skywrite as a ritual.
Impact Gauntlet
You create a magic glove weapon capable of amplifying the impact of your blows. You have proficiency in this weapon, and it has the Finesse, Light and Special properties. It deals 1d8 bludgeoning damage. You may use an attack action to cast Thunderous Smite with the gloves. Once you use this ability, you cannot use it again until you complete a short or long rest.
Gripping Gloves
Prerequisite: Impact Gauntlet Innovation
Add a powerful assisted grip to your glove(s). You gain advantage on Strength (Athletics, Grapple) and Dexterity (Sleight of Hand) checks involving manipulating things with your hands while wearing these gloves. You may spend an action to cast spider climb on yourself. Once you use this ability, you cannot use it again until you complete a short or long rest.
Shock Generator
Prerequisite: Weapon or Gadget Signature Apparatus or Impact Gauntlet Innovation
You create a device capable of generating potent shocks. You can use this to cast shocking grasp. When you cast shocking grasp with this feature, you can use either your Dexterity or Intelligence modifier for the melee spell attack roll.
Collapsible
Prerequisite: 9th level
You make your Signature Apparatus more portable for easy storage and relocation. When transformed this way it can be moved with comparatively minimal burden. Weapons and Gadgets can pack down to the size of an apple, Vehicles and Workshops fit in a cubic meter.

Sealed and Pressurized
Prerequisite: 5th level
As a bonus action on your turn you can environmentally seal yourself with your Signature Apparatus, giving you an independent air supply for up to 1 hour and making you immune to poison (but not curing you of existing poisoned conditions). In addition to the above, you are also considered adapted to cold and hot climates while with your Signature Apparatus, and you’re also acclimated to high altitude.
Auto Injector
Prerequisite: Alchemist Specialization
You create an automatic potion injector as part of your Signature Apparatus. As an action, you can load a potion (either an infused potion or a normal potion) into this injector at any time. Subsequently while a potion is loaded into the injector, you can consume the potion using your reaction. Only one potion can be held in the injector at a time.
Autonomous Crossbow
Prerequisite: 5th level Artificer, Bolt Thrower Innovation
You modify a crossbow to be able to aim and fire and its own. As an action, you can deploy your Signature Apparatus as a construct turret. Once deployed, the construct can be fired as a bonus action making an attack from where it is deployed.
You make a ranged spell attack, and if the attack hits it deals 1d10 + your intelligence modifier piercing damage. The construct becomes inactive after 1 minute has passed, or after it has fired 10 times. Once you have activated it, you cannot activate it again until you complete a short or long rest.
System Upgrade
Prerequisite: Construct Creature Signature Aparatus, 5th level Artificer
You have improved the capabilities of your construct in a signifcant way. This could be tuned servos, stronger alloys, a stabilized chassis, a rudimentary computing system and more. Increase any ability score by 2 and adjust other capabilities appropriately. For instance an improved dexterity adds +1 to AC, +1 to initiative and +1 to ranged attack rolls. You may select this innovation multiple times, altering each stat up to two times, to a maximum of 18. Check with your GM about limitations.
Redundant Systems
Prerequisite: Construct Creature Signature Aparatus, 7th level Artificer
You have reinforced your Construct with layers of protection and redundant systems. It gains additional hit points equal to three times your Artificer level. Additionally, it gains advantage on any saving throws related to taking damage.
Imbued Weapon
Prerequisite: Weapon Signature Apparatus, 7th level
You can take a bonus action to switch your weapon to do Force damage. In all forms it gains a +1 to attack and damage rolls.
Bond Item
Prerequisite: Weapon Signature Apparatus
You can recall your weapon to your hand as a bonus action. If another creature is holding or wearing the item when you try to recall it, they make an Intelligence saving throw, and if they succeed, the spell fails. They make this save with Advantage if they have had possession of the item for more than 1 minute.
Arcanum Discoveries
Spell Storing
Prerequisite: 11th level
You may store any spell you are able to cast in your Signature Apparatus and use it as an action without expending a spell slot.
Contingiency Trigger
Prerequisite: 11th level
Use the spell contingiency on an item without expending a spell slot.
Sun Cannon
Prerequisite: 11th level
You install a sun cannon into your Signature Apparatus, allowing you to unleash devastating solar laser blasts. As an action, you can cast sunbeam without expending a spell slot.
Elemental Wall
Prerequisite: 11th level
You may cast any wall spell, including wall of fire, wall of wind, wall of force, wall of sand, wall of light, wall of water, wall of thorns, wall of ice and wall of stone as an action.
Truesight Lenses
Prerequisite: Sight Lenses Innovation, 11th level
You upgrade and fine-tune your sight lenses, granting you Truesight up to 15 feet.
Arcanomechanical Armor
Prerequisite: 13th level
As a shield against risk you have developed a suit of arcane armor. Construct or paint a suit of medium weight arcanomechnical armor that only you can attune to and lasts 8 hours until needing maintenance. While you are attuned to it and wearing it, it grants you resistance to two damage types of your choosing and provides an AC of 14 + your intelligence modifier. You are considered to be proficient in this armor and do not suffer penalties on stealth or exhaustion. It can be considered a Signature Apparatus or Arcane Focus for spellcasting purposes. If it is destroyed you can create a new suit at the end of a long rest and full day of work. The cost of the armor and components required to create and maintain it are determined by your GM.
Gravity Switch
Prerequisite: Secrets of Gravity Innovation, 13th level
You create an effect that turns off gravity, causing you to reorient which way is down for you until the end of your turn. You can pick any direction to fall as if under the effect of gravity, falling up to 50 feet before the spell ends. If you collide with something during this time, you take falling damage as normal, but you can control your fall as you could under normal conditions by holding onto objects or move along a surface according to your new orientation as normal until your turn ends and gravity returns to normal.
Potent Reactions
Prerequisite: 15th level
You refine your artifice to create infusions or inventions with astounding potency. For your next spell or innovation action choose one of the following:
- The die you roll to determine the damage or healing effect of your reactions is increased by one size - a d4 becomes a d6, a d6 becomes a d8, a d8 becomes a d10, and a d10 becomes a d12
- All of a target's saving throws are made at disadvantage
- The casting range is quadroupled (if the range is touch it increases to 30 feet) and the area of affect, if it has one, is tripled
Artificer Spell List (UNFINISHED!)
1st Level
- Alarm
- Catapult
- Comprehend Languages
- Chromatic Orb
- Detect Magic
- Disguise Self
- Expeditious Retreat
- False Life
- Feather Fall
- Grease
- Identify
- Illusory Script
- Jump
- Longstrider
- Sanctuary
- Snare
- Unseen Servant
- Tenser’s Floating Disk
2nd Level
- Aid
- Alter Self
- Arcane Lock
- Blur
- Cloud of Daggers
- Darkvision
- Earthbind
- Enhance Ability
- Enlarge/Reduce
- Find Traps
- Heat Metal
- Hold Person
- Invisibility
- Knock
- Locate Object
- Magic Weapon
- Magic Mouth
- Protection from Poison
- See Invisibility
- Spider Climb
3rd Level
- Dispel Magic
- Elemental Weapon
- Feign Death
- Flame Arrows
- Gaseous Form
- Glyph of Warding
- Life Transference
- Lightning Arrow
- Magic Circle
- Nondetection
- Protection from Energy
- Sending
- Tiny Servant
- Wall of Sand
- Water Breathing
- Water Walk
- Wind Wall
4th Level
- Arcane Eye
- Death Ward
- Fabricate
- Fire Shield
- Freedom of Movement
- Greater Invisibility
- Otiluke’s Resilient Sphere
- Stone Shape
- Stoneskin
- Sickening Radiance
5th Level
- Animate Objects
- Creation
- Hold Monster
- Legend Lore
- Mislead
- Passwall
- Skill Empowerment
- Transmute Rock
Multiclassing
Should you want to multiclass into Artificer, the prerequisites and proficiencies are listed below:
- Prerequisite: 13 Intelligence.
- Proficiencies gained: Arcana skill, light armor.
For the purpose of multiclassing and spell slots, add half your Artificer levels rounded down when calculating your Spell Slots on the multiclassing spells slots table (like Paladin or Ranger). .
Art Credits
Artificer as a class was created by Wizards of the Coast.
All images are randomly taken from the internet:
- credits begin
Credits
Andrew Rehn WoC Kibbles and Bits
Change Log
Version 1.2 - Integrated abilities and ideas from the School of Invention from WoC and the official WoC Artificer. Cut out one subclass and culled about 60% of the Kibbles artificer abilities. Need to finish Innovations, Arcanum Discoveries and Spell List.
Version 1.1 - Combined with Kibbles'n'bits Alternate Artificer v1.7, aligned with Warlock spell and advancement structure, created 3 subclasses
Version 1.0 - Andrew Rehn's short rest casting Artificer
Appendix: Creating Your Artificer
Building Your Artificer (Fluff!)
While all the mechanically steps of building your Artificer are included in the primary document, Xanthaur's Guide to Everything introduced certain tables for further flavoring the creation of each class. While these have no mechanical impact, they are optional ways to inspire the roleplaying and backstory to your character.
First Invention
The ultimate subject of your Artificing area of expertise is expressed with your subclass, but most Artificers had their first spark of eccentric brilliance in something somewhat more modest... or at least a good bit less useful. Regardless of its utility, many Artificers will remember fondly the first time they mocked the laws of possibility by creating something that defied conventional rationality and shocked their peers.
Perhaps you still carry it around, or you've left it behind, or you've lost it and check every pawn shop and black market to see if it will turn back up.
| d6 | Invention |
|---|---|
| 1 | A pocketwatch that not only worked, but made your hair change color slightly every hour on the hour. The secondary functionality was intentional. You swear. |
| 2 | A mechanical cat that actually worked, and came to life. Unfortunately it acts like a cat. |
| 3 | A crossbow that fired four bolts at once in a lethal barrage. Unfortunately usually not at anything you were aiming at. |
| 4 | A mechanical head imbued with divination magic to serve as an oracle, unfortunately it was a little too authentic and answers only in indecipherable riddles. |
| 5 | A potion that was supposed to disguise your identity... unfortunately it ended up being perfect. You may still trying being able to figure out how to undo that one and return to your original appearance. |
| 6 | A working astrolabe of astonishing precision and craftsmanship. |
Methodology
One of the things that defines any Artificer is why they do what they do. No matter how peculiar their path was, no one ends up an Artificer on accident. More than just how they define their relationship with their work, frequently an Artificer's methodology defines their relationship with the world... and just as often the world's relationship with them.
How do you decide what to work on, and how to do work on it once you've decided?
While it is often advisable to spend some time thing about this subject, below are some ideas that may start you down your path... or if you really want to leave it in the hands of fate, you can simply roll on the table:
| d6 | Methodology |
|---|---|
| 1 | Devotion. You dedicate your successes and failures to Gond, so you follow your intuition as he provides it. |
| 2 | Random chance. You meddle with the very laws of magic, no one can predict exactly what will work. You throw ideas at the wall into something sticks... maybe literally. |
| 3 | Improvisation. You start with a plan, and finish with a plan, but never the same one. |
| 4 | Confirm and verify. When something works, you immediately take it apart just to see if you can recreate it reliably. |
| 5 | Curiosity. You put things together in ways that shouldn't work just to see if they do. |
| 6 | Perfectionism. You work carefully, planning each step extensively on paper to ensure that you get it right the first time. |
Quirks
Artificers tend to be an eccentric lot, and you should consider in some ways if your characters various drives bubble to the surface in ways that may make them seem somewhat strange. Here are some potential Quirks for an Artificer, feel free to roll on the following table, pick one or two that seems interesting, or make your own! These are just to help you consider the flavor your Artificer might have.
| d6 | Quirk |
|---|---|
| 1 | You tend to lose track of things that not your work. Pretty much as soon as they stop talking to you. |
| 2 | Your solutions to problems make most people prefer the problem. |
| 3 | You are convinced that if all parties behave rationally, there is always an equitable solution to any problem. |
| 4 | You will go great lengths to get your hand on ancient relics of past civilizations. For museum, of course. Eventually. |
| 5 | You fear what your inventions could do to the world, so lie about how they work. The lies usually make more sense to people than the truth would anyway. |
| 6 | You believe in having the right tool for the job. As you don't know what the job is, better to just have all the tools. |