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THE ARTIFICER

Proficien Cantri
Lev cy Features ps 1s 2n 3r 4t 5t 6t
el Bonus Known t d d h h h
1st +2 Spellcastin 3 2 - - - - -
g, Master
of Artifice
2nd +2 Infuse 3 3 - - - - -
Potions
3rd +2 3 3 1 - - - -
4th +2 Ability 4 3 2 - - - -
Score
Improveme
nt
5th +3 4 3 3 1 - - -
6th +3 Infuse 4 3 3 2 - - -
Weapons
and Armor
7th +3 4 3 3 2 - - -
8th +3 Ability 4 3 3 3 1 - -
Score
Improveme
nt
9th +4 3 3 3 2 - -
10th +4 Superior 5 3 3 3 2 - -
Artificer
11th +4 5 3 3 3 2 1 -
12th +4 Ability 5 3 3 3 2 2 -
Score
Improveme
nt
13th +5 5 3 3 3 3 2 -
14th +5 Master 5 4 3 3 3 3 1
Artificer
15th +5 5 4 4 3 3 3 2
16th +5 Ability 5 4 4 4 3 3 2
Score
Improveme
nt
17t +6 5 4 4 4 4 3 3
h
18th +6 5 4 4 4 4 4 3
19th +6 Ability 5 4 4 4 4 4 4
Score
Improveme
nt
20th +6 5 4 4 4 4 4 4

CLASS FEATURES
As an artificer, you gain the following class features.

HIT POINTS
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, medium armor, shields
Weapons: All simple weapons
Tools: None

Saving Throws: Intelligence, Wisdom


Skills: Choose two from History, Insight, Investigation and Perception

EQUIPMENT
You start with the following equipment, in addition to the equipment
granted by your background:

SPELLCASTING

CANTRIPS
At 1st level, you know three cantrips of your choice from the artificer
spell list. You learn additional artificer cantrips of your choice at higher
levels, as shown in the Cantrips Known column of the Artificer table.

PREPARING AND CASTING SPELLS


An artificer is not a spellcaster, but he does have the ability to imbue
items with magical infusions. Infusions are neither arcane nor divine;
they are drawn from the artificer infusion list (See below). They
function just like spells and follow all the rules for spells. For example,
an infusion can be dispelled, it will not function in an antimagic area,
and an artificer must make a Concentration check if injured while
imbuing an item with an infusion.

The artificer table shows how many spell slots you have to cast your
infusions of 1st level and higher. To cast one of these infusions, you
must expend a slot of the infusions 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 infusions equal to your Intelligence modifier + your artificer
level (minimum of one infusions). The infusions must be of a level for
which you have spell slots.

An artificer can imbue an item with any infusion from the list without
preparing the infusion ahead of time. Unlike a sorcerer or bard, he does
not select a subset of the available infusions as his known infusions; he
has access to every infusion on the list that is of a level he can use.

It is possible for an artificer to learn infusions that are not on the


normal artificer infusion list. These might include ancient infusions he
finds in the ruins of Xendrik or secret infusions known only to the
members of certain guilds or organizations.

Like spellcasters, an artificer can use only a certain number of


infusions per day.
The artificer table shows how many spell slots your have to cast your
spells of 1st level and higher. To cast one of these spells, you must
expend a slot of the spells level or higher. You regain all expended
spell slots when you finish a long rest.

An artificers infusions can only be imbued into an item or construct


(including warforged). He cannot, for example, simply imbue an ally
with bulls strength. He must instead imbue that ability into an item his
ally is wearing. The item then functions as a belt of giant strength for
the duration of the infusion. He can, however, imbue bulls strength
directly on a construct or character with the living construct subtype,
and infusions such as repair light damage and iron construct function
only when imbued on such characters.

Many infusions have long casting times, often 1 minute or more. An


artificer can spend 1 hit dice to imbue any infusion in 1 action.

SPELLCASTING ABILITY
Intelligence is your spellcasting ability for your artificer spells. The
power of your spells comes from. You use your Intelligence whenever a
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 can 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 infusion as a ritual if that infusion has the
ritual tag and you have the infusion in your spellbook. You dont need
to have the spell prepared.

SPELLCASTING FOCUS
You can use an arcane focus (found in chapter 5) as a spellcasting
focus for your wizard spells.

MASTEROFARTIFICE
At1stlevel,youbecomeproficientwithArcana,ThievesTools,andonetypeofArtisansTools.Your
proficiencybonusisdoubledforanyabilitychecksyoumakeusingArcanaandthesetools.

INFUSEPOTIONS
Startingat2ndlevel,youcanproducemagicpotions.Youspend10minutesfocusingyourmagiconavial
ofmundanewaterandexpendaspellslottotransformitintoapotion.Onceyouhaveexpendedaspellslot
tocreateapotion,youcannotregainthatslotuntilthepotionisconsumedorafter1week,atwhichtime
thepotionlosesitseffectiveness.Youcancreateuptothreepotionsatatime;creatingafourthpotion
causestheoldestcurrentlyactiveonetoimmediatelyloseitspotency.Ifthatpotionhasbeenconsumed,its
effectsimmediatelyend.

Thespellslotyouexpenddeterminesthetypeofpotionyoucancreate.Seechapter7oftheDungeon
MastersGuideforcompleterulesonpotions.

SpellSlot PotionCreated
1st Climbing,growthorhealing
2nd Mindreadingorgreaterhealing
3rd Invisibility,superiorhealing,orwaterbreathing
4th Resistance

INFUSE WEAPONS AND ARMOR


Beginning at 6th level, you can produce magic weapons and armor. You
spend 10 minutes focusing your magic on a mundane weapon, suit of
armor, shield, or bundle of twenty pieces of ammunition, and expend a
spell slot to infuse it with magical energy. The magic item retains its
enhancement for 8 hour or until used (in the case of magic
ammunition). You can infuse only one item at a time.

CANTRIPS
Guidance
Light
MakeshiftWand(New,seebelow)
Mending
Prestidigitation
SpareTheDying(Constructonly,EmergencyRepairs)
Resistance

LEVELONEINFUSIONS
CureWounds(Constructonly,RepairDamage)
DetectMagic
Identify
InflictWounds(Constructonly,InflictDamage)
Shield
ShieldofFaith
SpellStoringItem(New,seebelow)

LEVELTWOINFUSIONS
ArcaneLock
EnhanceAbility
FindTraps
HeatMetal
Knock
MagicWeapon
Shatter

LEVELTHREEINFUSIONS
Counterspell
CrusadersMantle
DispelMagic
GlyphofWarding
MassHealingWord(Constructonly)
ProtectionFromEnergy(Constructonly)
RemoveCurse

SpellStoringItem
Level:1st
SchoolTransmutation
CastingTime:1minute(seetext)
Range:Touch
Components:S
Duration:1hour

Youplaceaspelleffectintoanitemtodrawitforthlateratyourcommand.Theitembecomes,ineffect,a
scrollofthatspellwhichonlyyoucanuse.Youmaychooseanycantripor1stlevelspell.Youmust
provideanyexpensivematerialcomponentsatthetimeyouimbuethespellintotheobject.
Creatingaspellstoringitemisadifficultanddangerousprocess.Whenyouattemptit,youmustmakean
Arcanacheck;thedifficultyis[10+(theSpellLevelx2)].Ifyoufail,youractioniswasted(butnotthespell
slot)andyousufferamishap;thiswillgenerallycausethespelltotriggerinawaythatismost
inconvenientforyou,butitmightjustinflict1d6forcedamageperleveloftheimbuedspellonyou(1
damageforcantrips).TheDMiswelcometorefertotheScrollMishaptableforideas.
YoumayreducethecastingtimetoasingleactionbyexpendingaHitDiewhenyoucastthespell.
AtHigherLevels
Whenyoucastthisspellusingaspellslotof2ndlevelorhigher,youmayimbuetheitemwitha
spellofaleveluptotheslotlevel.Iftheimbuedspellisofalowerlevelthantheslotusedtocast
thisinfusion,thedurationofthisinfusionisdoubledonetimeforeachlevellowertheimbued
spellisthantheslot.

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