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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
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.
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.
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
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
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.