The Artificer, for One D&D

by JPGenn

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The Artificer for One D&D

The Artificer

— Prepared Spells per Spell Level —

Level Proficiency
Bonus
Features Infusions
Learned
Infused
Items
Cantrips 1st 2nd 3rd 4th 5th
1st +2 Magical Tinkering, Spellcasting 2 2
2nd +2 Infusions, Right Tool for the Job 4 2 2 2
3rd +2 Artificer Subclass, Tool Expertise 4 2 2 3
4th +2 Feat 4 2 3 3
5th +3 Arcane Recovery 4 2 3 4 2
6th +3 Subclass feature 6 3 3 4 2
7th +3 Flash of Genius 6 3 3 4 3
8th +3 Feat 6 3 3 4 3
9th +4 Tool Expertise, Magic Item Adept 6 3 3 4 3 2
10th +4 Subclass feature 8 3 4 4 4 2
11th +4 Spell-Storing Item 8 4 4 4 3 3
12th +4 Feat 8 4 4 4 3 3
13th +5 8 4 4 4 3 3 1
14th +5 Subclass feature 10 5 4 4 3 3 1
15th +5 Magic Item Savant 10 5 4 4 3 3 2
16th +5 Feat 10 5 4 4 3 3 2
17th +6 10 5 4 4 3 3 3 1
18th +6 Soul of Artifice 12 6 4 4 3 3 3 1
19th +6 Feat 12 6 4 4 3 3 3 2
20th +6 Epic Boon 12 6 4 4 3 3 3 2

Class Features

As an Artificer, you have the following class features.

Hit Points

Hit Dice: 1d8
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution

modifier per artificer level after 1st

Proficiencies

Saving Throws: Constitution, Intelligence
Skills: Arcana, Investigation, Sleight of Hand (or any three

from Arcana, History, Investigation, Medicine, Nature,

Perception, Religion, and Sleight of Hand)
Weapons: Simple Weapons, all crossbows
Tools: Thieves' Tools, Tinker's Tools, Artisan's Tools (one of

your choice)


Armor Training

Light armor, medium armor, shields

Equipment

As a 1st-level character, you start with the following equipment, or you can forgo it and spend 150 GP on equipment of your choice.

  • Light Crossbow and 20 bolts
  • Two Simple Weapons (your choice)
  • Studded Leather or Scale Mail (your choice)
  • Dungeoneer's pack
  • Tinker's Tools or Thieves' Tools
  • Artisan's Tools (one of your choice)
  • 25 GP

THE ARTIFICER | CLASS FEATURES

1st Level: Magical Tinkering

You know the Mending and Prestidigitation Cantrips; they don't count toward the number of Cantrips you can prepare.

In addition, you can spend 10 minutes casting Prestidigi-tation while touching a Tiny nonmagical object, and apply one of the Spell's effects to it. To use this ability, you must have Thieves’ Tools, Tinker’s Tools, or Artisan’s Tools in hand.

When you create the device, you determine its function by choosing one effect from Prestidigitation, or from 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.
  • 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.

The device produces that effect whenever you or another creature takes a Bonus Action to touch the device and activate it.

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.

1st Level: Spellcasting

You have studied the workings of magic, how to channel it through objects, and how to awaken it within them. As a result, you have gained a limited ability 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.

Spell Preparation. You have the following Spells prepared: Acid Splash, Dancing Lights, Detect Magic, and Grease.

Alternatively, you can prepare two 0-level Spells and two 1st-level Spells of your choice. Any Spell you prepare for this Class must be an Arcane Spell, and it can be from any School of Magic except Enchantment.

Whenever you finish a Long Rest, you can tinker with your tools and replace any Spell you have prepared for this Class with another Arcane Spell of the same level that isn't an Enchantment Spell.

At higher levels in this Class, you can prepare more Spells, as shown on the Artificer table. The numbers there deter-mine the number of different Spells you can prepare of each level. For example, at 5th level, you can prepare three Cantrips, four 1st-level Spells, and two 2nd-level Spells.

Spell Slots. The Artificer table shows how many Spell Slots you have at each level to cast your Artificer Spells of 1st level and higher; the number of different Spells you can prepare of each level equals the number of Spell Slots you have at that level. For example, as a 5th-level Artificer, you have four 1st-level Spell Slots and two 2nd-level Spell Slots.

Spellcasting Ability. Intelligence is your Spellcasting Ability for your Artificer Spells.

Tools Required. All of your Artificer Spells have the 'M' component added if they don't already have it. You must have a Spellcasting Focus in hand when you cast any spell with this Spellcasting feature — specifically, Tinker's Tools or a set of Artisan's Tools. You must be proficient with the tool to use it in this way.

After you gain the Infusions feature at 2nd level, you can also use any item bearing one of your Infusions as a Spellcasting Focus.


2nd Level: Infusions

You gain the ability to imbue mundane items with magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.

Infusions Learned. When you gain this feature, pick two 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 if 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.

2nd Level: Right Tool for the Job

You learn how to produce exactly the tool you need: with Thieves' or Tinker's Tools, you can magically create one set of Artisan’s Tools in an unoccupied space within 5 feet of you.

This creation requires 1 hour of uninterrupted work, which can coincide with a Short Rest or Long Rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

THE ARTIFICER | CLASS FEATURES

3rd Level: Artificer Specialty

You gain the Alchemist Subclass or another Artificer Subclass of your choice.

A Subclass is a specialization that grants you special abilities at certain Artificer levels. For the rest of your career, you gain each of your Subclass's features that are of your Artificer level and lower. This Class's description tells you the levels when your Subclass provides features.

3rd Level: Tool Expertise

You gain Expertise in two of your Skill or Tool Proficiencies of your choice.

Tinker's Tools are iconic choices for an Artificer, as well as the Artisan's tools you gain through your Specialty.

4th Level: Feat

You gain the Ability Score Improvement Feat or another Feat of your choice.

5th Level: Arcane Recovery

You have learned to regain some of your magical energy by tinkering with your infusions and items. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Artificer level (rounded down) .

6th Level: Specialty Feature

You gain a feature from your Artificer Subclass.

7th Level: Flash of Genius

You gain 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.

8th Level: Feat

You gain the Ability Score Improvement Feat or another Feat of your choice.

9th Level: Tool Expertise

You gain Expertise in two of your Skill or Tool Proficiencies of your choice.

9th Level: Magic Item Adept

You achieve 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.

10th Level: Specialty Feature

You gain a feature from your Artificer Subclass.

11th Level: Spell-Storing Item

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 and store a Spell in it, choosing one 1st- or 2nd-level Spell from the Arcane Spell List that requires 1 Action to cast (you don't need to have the Spell prepared). With the object in hand, a creature can use an Action to produce the Spell’s effect from it, using your Spellcasting Ability modifier.

The Spell stays in the object until it has been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again.

12th Level: Feat

You gain the Ability Score Improvement Feat or another Feat of your choice.

14th Level: Specialty Feature

You gain a feature from your Artificer Subclass.

15th Level: Magic Item Savant

Your skill with magic items deepens more:

  • 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.

16th Level: Feat

You gain the Ability Score Improvement Feat or another Feat of your choice.

18th Level: Soul of Artifice

You develop a mystical connection to your magic items, which you can draw on for protection:

  • You can attune to up to six magic items at once.
  • 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.

19th Level: Feat

You gain the Ability Score Improvement Feat or another Feat of your choice.

20th Level: Epic Boon

You gain the Epic Boon of Irresistible Offense Feat or another Epic Boon Feat of your choice.


THE ARTIFICER | CLASS FEATURES

Multiclassing and the Artificer

If your group uses the multiclassing rules in the Player's Handbook, here's what you need to know if you choose Artificer as one of your Classes.

Ability Score Minimum. As a multiclass character, you must have a score of at least 13 in the Artificer's primary ability, Intelligence, to take a level in this Class or to take a level in another Class if you are already an Artificer.

Proficiencies. If Artificer isn't your initial Class, here are the Proficiencies you gain when you take your first Artificer level: Tinker's Tools, one other Artisan's Tool of your choice, and one Skill of your choice.

Armor Training. When you gain your first Artificer level, you gain the following Armor Training: Light Armor, Medium Armor, and Shield.

Spell Slots. Add half your Artificer levels (rounded up) to the appropriate levels from other Classes to determine your available Spell Slots for casting Spells, as detailed in the multiclassing rules.

You prepare Spells for each of your Classes individually, referring to the Spell Slots of an individual Class to determine the number and levels of the Spells you prepare for it.

THE ARTIFICER | CLASS FEATURES