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Unearthed Arcana: Artificer
Unearthed Arcana: Artificer
Playtest Material
Playtest Material
This character class is presented for playtesting and to
This character class is presented for playtesting and to
spark your imagination. These game mechanics are in
spark your imagination. These game mechanics are in
draft form, usable in your campaign but not refined by
draft form, usable in your campaign but not refined by
full game development. This class is not officially part of
full game development. This class is not officially part of
the game. For these reasons, it is not legal in D&D
the game. For these reasons, it is not legal in D&D
Adventurers League events.
Adventurers League events.
Masters of unlocking magic in everyday objects,
Masters of unlocking magic in everyday objects,
artificers are supreme inventors. They see magic
artificers are supreme inventors. They see magic
as a complex system waiting to be decoded and
as a complex system waiting to be decoded and
controlled. Artificers use tools to channel arcane
controlled. Artificers use tools to channel arcane
power, crafting temporary and permanent
power, crafting temporary and permanent
magical objects. To cast a spell, an artificer could
magical objects. To cast a spell, an artificer could
use alchemist’s supplies to create a potent elixir,
use alchemist’s supplies to create a potent elixir,
calligrapher’s supplies to inscribe a sigil of
calligrapher’s supplies to inscribe a sigil of
power on an ally’s armor, or tinker’s tools to
power on an ally’s armor, or tinker’s tools to
craft a temporary charm. The magic of artificers
craft a temporary charm. The magic of artificers
is tied to their tools and their talents.
is tied to their tools and their talents.
Arcane Science
Arcane Science
In the world of Eberron, arcane magic has been
In the world of Eberron, arcane magic has been
harnessed as a form of science and deployed
harnessed as a form of science and deployed
throughout society. Artificers reflect this
throughout society. Artificers reflect this
development. Their knowledge of magical
development. Their knowledge of magical
devices, and their ability to infuse mundane
devices, and their ability to infuse mundane
items with magical energy, allows the grand
items with magical energy, allows the grand
magical projects of Eberron to continue running.
magical projects of Eberron to continue running.
During the Last War, artificers were marshaled
During the Last War, artificers were marshaled
on a massive scale. Many lives were saved
on a massive scale. Many lives were saved
because of the inventions of brave artificers, but
because of the inventions of brave artificers, but
also countless lives were lost because of the
also countless lives were lost because of the
mass destruction that artificers’ creations
mass destruction that artificers’ creations
unleashed.
unleashed.
Seekers of New Lore
Seekers of New Lore
Nothing excites an artificer quite like uncovering
Nothing excites an artificer quite like uncovering
a new metal or discovering a source of elemental
a new metal or discovering a source of elemental
energy. In artificer circles, new inventions and
energy. In artificer circles, new inventions and
strange discoveries create the most excitement.
strange discoveries create the most excitement.
Artificers who wish to make a mark must find
Artificers who wish to make a mark must find
something fresh, rather than uncover someone
something fresh, rather than uncover someone
else’s work.
else’s work.
This drive for novelty pushes artificers to
This drive for novelty pushes artificers to
become adventurers. Eberron’s main travel
become adventurers. Eberron’s main travel
routes and populated regions have long since
routes and populated regions have long since
been explored. Thus, artificers take to the edge
been explored. Thus, artificers take to the edge
of civilization in hopes of making the next great
of civilization in hopes of making the next great
discovery in arcane research.
discovery in arcane research.
Creating an Artificer
Creating an Artificer
When creating an artificer character, think about
When creating an artificer character, think about
your character’s background and drive for
your character’s background and drive for
adventure. Does the character have a rival? What
adventure. Does the character have a rival? What
is the character’s relationship with the artisan or
is the character’s relationship with the artisan or
artificer who taught the basics of the craft? Talk
artificer who taught the basics of the craft? Talk
to your DM about the role played by artificers in
to your DM about the role played by artificers in
the campaign, and what sort of organizations
the campaign, and what sort of organizations
and NPCs you might have ties to.
and NPCs you might have ties to.
Quick Build
Quick Build
You can make an artificer quickly by following
You can make an artificer quickly by following
these suggestions. First, put your highest ability
these suggestions. First, put your highest ability
score in Intelligence, followed by Constitution or
score in Intelligence, followed by Constitution or
Dexterity. Second, choose the guild artisan
Dexterity. Second, choose the guild artisan
background.
background.
Artificers in Other Worlds
Artificers in Other Worlds
Eberron is the world most associated with artificers, yet
Eberron is the world most associated with artificers, yet
the class can be found throughout the multiverse. In the
the class can be found throughout the multiverse. In the
Forgotten Realms, for example, the island of Lantan is
Forgotten Realms, for example, the island of Lantan is
home to many artificers, and in the world of
home to many artificers, and in the world of
Dragonlance, tinker gnomes are often members of this
Dragonlance, tinker gnomes are often members of this
class. The strange technologies in the Barrier Peaks of
class. The strange technologies in the Barrier Peaks of
the World of Greyhawk have inspired some folk to walk
the World of Greyhawk have inspired some folk to walk
the path of the artificer, and in Mystara, various nations
the path of the artificer, and in Mystara, various nations
employ artificers to keep airships and other wondrous
employ artificers to keep airships and other wondrous
devices operational. In the City of Sigil, artificers share
devices operational. In the City of Sigil, artificers share
discoveries from throughout the cosmos, and one in
discoveries from throughout the cosmos, and one in
particular—the gnome inventor named Vi—runs a
particular—the gnome inventor named Vi—runs a
multiverse-spanning business from there. In the worldcity
multiverse-spanning business from there. In the worldcity
Ravnica, the Izzet League trains numerous artificers,
Ravnica, the Izzet League trains numerous artificers,
the destructiveness of whom is unparalleled in other
the destructiveness of whom is unparalleled in other
worlds, except by the tinker gnomes of Krynn.
worlds, except by the tinker gnomes of Krynn.
Class Features
Class Features
As an artificer, you gain the following class
As an artificer, you gain the following class
features.
features.
Hit Points
Hit Points
Hit Dice: 1d8 per artificer level
Hit Dice: 1d8 per artificer level
Hit Points at 1st Level: 8 + your Constitution
Hit Points at 1st Level: 8 + your Constitution
modifier
modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per artificer level after
Constitution modifier per artificer level after
1st
1st
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Proficiencies
Proficiencies
Armor: Light armor, medium armor, shields
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, hand crossbows,
Weapons: Simple weapons, hand crossbows,
heavy crossbows
heavy crossbows
Tools: Thieves’ tools, tinker’s tools, one type of
Tools: Thieves’ tools, tinker’s tools, one type of
artisan’s tools of your choice
artisan’s tools of your choice
Saving Throws: Constitution, Intelligence
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History,
Skills: Choose two from Arcana, History,
Investigation, Medicine, Nature, Perception,
Investigation, Medicine, Nature, Perception,
Sleight of Hand
Sleight of Hand
Equipment
Equipment
You start with the following equipment, in
You start with the following equipment, in
addition to the equipment granted by your
addition to the equipment granted by your
background:
background:
• any two simple weapons
• any two simple weapons
• a light crossbow and 20 bolts
• a light crossbow and 20 bolts
• (a) studded leather armor or (b) scale mail
• (a) studded leather armor or (b) scale mail
• thieves’ tools and a dungeoneer’s pack
• thieves’ tools and a dungeoneer’s pack
If you forgo this starting equipment, as well as
If you forgo this starting equipment, as well as
the items offered by your background, you start
the items offered by your background, you start
with 5d4 × 10 gp to buy your equipment.
with 5d4 × 10 gp to buy your equipment.
Optional Rule: Firearm Proficiency
Optional Rule: Firearm Proficiency
The creation and operation of gunpowder weapons
The creation and operation of gunpowder weapons
have been discovered in various corners of the D&D
have been discovered in various corners of the D&D
multiverse. If your Dungeon Master uses the rules on
multiverse. If your Dungeon Master uses the rules on
firearms in the Dungeon Master’s Guide (p. 267) and
firearms in the Dungeon Master’s Guide (p. 267) and
your artificer has been exposed to the operation of such
your artificer has been exposed to the operation of such
weapons, your artificer is proficient with them.
weapons, your artificer is proficient with them.
Magical Tinkering
Magical Tinkering
At 1st level, you learn how to invest a spark of
At 1st level, you learn how to invest a spark of
magic in objects that would otherwise be
magic in objects that would otherwise be
mundane. To use this ability, you must have
mundane. To use this ability, you must have
thieves’ tools, tinker’s tools, or other artisan’s
thieves’ tools, tinker’s tools, or other artisan’s
tools in hand. You then touch a Tiny nonmagical
tools in hand. You then touch a Tiny nonmagical
object as an action and give it one of the
object as an action and give it one of the
following magical properties of your choice:
following magical properties of your choice:
• The object sheds bright light in a 5-foot radius
• The object sheds bright light in a 5-foot radius
and dim light for an additional 5 feet.
and dim light for an additional 5 feet.
• Whenever tapped by a creature, the object
• Whenever tapped by a creature, the object
emits a recorded message that can be heard up
emits a recorded message that can be heard up
to 10 feet away. You utter the message when
to 10 feet away. You utter the message when
you bestow this property on the object, and
you bestow this property on the object, and
the recording can be no more than 6 seconds
the recording can be no more than 6 seconds
long.
long.
• The object continuously emits your choice of
• The object continuously emits your choice of
an odor or a nonverbal sound (wind, waves,
an odor or a nonverbal sound (wind, waves,
The Artificer
The Artificer
Level
Level
Proficiency
Proficiency
Bonus Features
Bonus Features
Infusions
Infusions
Known
Known
Infused
Infused
Items
Items
Cantrips
Cantrips
Known
Known
—Spell Slots per Spell Level—
—Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st 2nd 3rd 4th 5th
1st +2 Magical Tinkering, Spellcasting — — 2 2 — — — —
1st +2 Magical Tinkering, Spellcasting — — 2 2 — — — —
2nd +2 Infuse Item 3 2 2 2 — — — —
2nd +2 Infuse Item 3 2 2 2 — — — —
3rd +2 Artificer Specialist, Tool
3rd +2 Artificer Specialist, Tool
Expertise
Expertise
3 2 2 3 — — — —
3 2 2 3 — — — —
4th +2 Ability Score Improvement 4 2 2 3 — — — —
4th +2 Ability Score Improvement 4 2 2 3 — — — —
5th +3 Arcane Armament 4 2 2 4 2 — — —
5th +3 Arcane Armament 4 2 2 4 2 — — —
6th +3 Artificer Specialist feature 4 3 2 4 2 — — —
6th +3 Artificer Specialist feature 4 3 2 4 2 — — —
7th +3 — 5 3 2 4 3 — — —
7th +3 — 5 3 2 4 3 — — —
8th +3 Ability Score Improvement 5 3 2 4 3 — — —
8th +3 Ability Score Improvement 5 3 2 4 3 — — —
9th +4 — 5 3 2 4 3 2 — —
9th +4 — 5 3 2 4 3 2 — —
10th +4 The Right Cantrip for the Job 5 3 3 4 3 2 — —
10th +4 The Right Cantrip for the Job 5 3 3 4 3 2 — —
11th +4 — 6 4 3 4 3 3 — —
11th +4 — 6 4 3 4 3 3 — —
12th +4 Ability Score Improvement 6 4 3 4 3 3 — —
12th +4 Ability Score Improvement 6 4 3 4 3 3 — —
13th +5 — 6 4 3 4 3 3 1 —
13th +5 — 6 4 3 4 3 3 1 —
14th +5 Artificer Specialist feature 6 4 4 4 3 3 1 —
14th +5 Artificer Specialist feature 6 4 4 4 3 3 1 —
15th +5 — 7 4 4 4 3 3 2 —
15th +5 — 7 4 4 4 3 3 2 —
16th +5 Ability Score Improvement 7 5 4 4 3 3 2 —
16th +5 Ability Score Improvement 7 5 4 4 3 3 2 —
17th +6 — 7 5 4 4 3 3 3 1
17th +6 — 7 5 4 4 3 3 3 1
18th +6 Spell-Storing Item 7 5 4 4 3 3 3 1
18th +6 Spell-Storing Item 7 5 4 4 3 3 3 1
19th +6 Ability Score Improvement 8 5 4 4 3 3 3 2
19th +6 Ability Score Improvement 8 5 4 4 3 3 3 2
20th +6 Soul of Artifice 8 5 4 4 3 3 3 2
20th +6 Soul of Artifice 8 5 4 4 3 3 3 2
©2019 Wizards of the Coast LLC 3
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chirping, or the like). The chosen phenomenon
chirping, or the like). The chosen phenomenon
is perceivable up to 10 feet away.
is perceivable up to 10 feet away.
• A static visual effect appears on one of the
• A static visual effect appears on one of the
object’s surfaces. This effect can be a picture,
object’s surfaces. This effect can be a picture,
up to 25 words of text, lines and shapes, or a
up to 25 words of text, lines and shapes, or a
mixture of these elements, as you like.
mixture of these elements, as you like.
The chosen property lasts indefinitely. As an
The chosen property lasts indefinitely. As an
action, you can touch the object and end the
action, you can touch the object and end the
property early.
property early.
You can give the magic of this feature to
You can give the magic of this feature to
multiple objects, touching one object each time
multiple objects, touching one object each time
you use the feature, and a single object can bear
you use the feature, and a single object can bear
only one of the properties at a time. The
only one of the properties at a time. The
maximum number of objects you can affect with
maximum number of objects you can affect with
the feature at one time is equal to your
the feature at one time is equal to your
Intelligence modifier (minimum of one object). If
Intelligence modifier (minimum of one object). If
you try to exceed your maximum, the oldest
you try to exceed your maximum, the oldest
property immediately ends, and then the new
property immediately ends, and then the new
property applies.
property applies.
Spellcasting
Spellcasting
You have studied the workings of magic, how to
You have studied the workings of magic, how to
channel it through objects, and how to awaken it
channel it through objects, and how to awaken it
within them. As a result, you have gained a
within them. As a result, you have gained a
limited ability to cast spells. To observers, you
limited ability to cast spells. To observers, you
don’t appear to be casting spells in a
don’t appear to be casting spells in a
conventional way; you look as if you’re
conventional way; you look as if you’re
producing wonders through various items.
producing wonders through various items.
Tools Required
Tools Required
You produce your artificer spell effects through
You produce your artificer spell effects through
your tools. You must have a spellcasting focus—
your tools. You must have a spellcasting focus—
specifically thieves’ tools or some kind of
specifically thieves’ tools or some kind of
artisan’s tool—in hand when you cast any spell
artisan’s tool—in hand when you cast any spell
with this Spellcasting feature. You must be
with this Spellcasting feature. You must be
proficient with the tool to use it in this way. See
proficient with the tool to use it in this way. See
chapter 5, “Equipment,” in the Player’s Handbook
chapter 5, “Equipment,” in the Player’s Handbook
for descriptions of these tools.
for descriptions of these tools.
After you gain the Infuse Item feature at 2nd
After you gain the Infuse Item feature at 2nd
level, you can also use any item bearing one of
level, you can also use any item bearing one of
your infusions as a spellcasting focus.
your infusions as a spellcasting focus.
Cantrips
Cantrips
At 1st level, you know two cantrips of your
At 1st level, you know two cantrips of your
choice from the artificer spell list below. At
choice from the artificer spell list below. At
higher levels, you learn additional artificer
higher levels, you learn additional artificer
cantrips of your choice, as shown in the Cantrips
cantrips of your choice, as shown in the Cantrips
Known column of the Artificer table.
Known column of the Artificer table.
When you gain a level in this class, you can
When you gain a level in this class, you can
replace one of the artificer cantrips you know
replace one of the artificer cantrips you know
with another cantrip from the artificer spell list.
with another cantrip from the artificer spell list.
Preparing and Casting Spells
Preparing and Casting Spells
The Artificer table shows how many spell slots
The Artificer table shows how many spell slots
you have to cast your artificer spells. To cast one
you have to cast your artificer spells. To cast one
of your artificer spells of 1st level or higher, you
of your artificer spells of 1st level or higher, you
must expend a slot of the spell’s level or higher.
must expend a slot of the spell’s level or higher.
You regain all expended spell slots when you
You regain all expended spell slots when you
finish a long rest.
finish a long rest.
You prepare the list of artificer spells that are
You prepare the list of artificer spells that are
available for you to cast, choosing from the
available for you to cast, choosing from the
artificer spell list. When you do so, choose a
artificer spell list. When you do so, choose a
number of artificer spells equal to your
number of artificer spells equal to your
Intelligence modifier + half your artificer level,
Intelligence modifier + half your artificer level,
rounded down (minimum of one spell). The
rounded down (minimum of one spell). The
spells must be of a level for which you have spell
spells must be of a level for which you have spell
slots.
slots.
For example, if you are a 5th-level artificer,
For example, if you are a 5th-level artificer,
you have four 1st-level and two 2nd-level spell
you have four 1st-level and two 2nd-level spell
slots. With an Intelligence of 14, your list of
slots. With an Intelligence of 14, your list of
prepared spells can include four spells of 1st or
prepared spells can include four spells of 1st or
2nd level, in any combination. If you prepare the
2nd level, in any combination. If you prepare the
1st-level spell cure wounds, you can cast it using
1st-level spell cure wounds, you can cast it using
a 1st-level or a 2nd-level slot. Casting the spell
a 1st-level or a 2nd-level slot. Casting the spell
doesn’t remove it from your list of prepared
doesn’t remove it from your list of prepared
spells.
spells.
You can change your list of prepared spells
You can change your list of prepared spells
when you finish a long rest. Preparing a new list
when you finish a long rest. Preparing a new list
of artificer spells requires time spent in tinkering
of artificer spells requires time spent in tinkering
with your spellcasting focuses: at least 1 minute
with your spellcasting focuses: at least 1 minute
per spell level for each spell on your list.
per spell level for each spell on your list.
Spellcasting Ability
Spellcasting Ability
Intelligence is your spellcasting ability for your
Intelligence is your spellcasting ability for your
artificer spells; your understanding of the theory
artificer spells; your understanding of the theory
behind magic allows you to wield these spells
behind magic allows you to wield these spells
with superior skill. You use your Intelligence
with superior skill. You use your Intelligence
whenever an artificer spell refers to your
whenever an artificer spell refers to your
spellcasting ability. In addition, you use your
spellcasting ability. In addition, you use your
Intelligence modifier when setting the saving
Intelligence modifier when setting the saving
throw DC for an artificer spell you cast and when
throw DC for an artificer spell you cast and when
making an attack roll with one.
making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
Spell save DC = 8 + your proficiency bonus + your
Intelligence modifier
Intelligence modifier
Spell attack modifier = your proficiency bonus + your
Spell attack modifier = your proficiency bonus + your
Intelligence modifier
Intelligence modifier
Ritual Casting
Ritual Casting
You can cast an artificer spell as a ritual if that
You can cast an artificer spell as a ritual if that
spell has the ritual tag and you have the spell
spell has the ritual tag and you have the spell
prepared.
prepared.
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Artificer Spell List
Artificer Spell List
Here’s the list of spells you consult when you
Here’s the list of spells you consult when you
learn an artificer spell. The list is organized by
learn an artificer spell. The list is organized by
spell level, not character level. If a spell can be
spell level, not character level. If a spell can be
cast as a ritual, the ritual tag appears after the
cast as a ritual, the ritual tag appears after the
spell’s name.
spell’s name.
These spells are from the Player’s Handbook. If
a spell’s name is followed by an asterisk, the
spell is instead from Xanathar’s Guide to
Everything.
Cantrips (0 Level)
Cantrips (0 Level)
acid splash
acid splash
create bonfire*
dancing lights
dancing lights
fire bolt
fire bolt
frostbite*
guidance
guidance
light
light
mage hand
mage hand
magic stone*
mending
mending
message
message
poison spray
poison spray
prestidigitation
prestidigitation
ray of frost
ray of frost
resistance
resistance
shocking grasp
shocking grasp
spare the dying
spare the dying
thorn whip
thorn whip
thunderclap*
1st Level
1st Level
absorb elements*
alarm (ritual)
alarm (ritual)
arcane weapon (see the end of the document)
arcane weapon (see the end of the document)
catapult*
cure wounds
cure wounds
detect magic (ritual)
detect magic (ritual)
disguise self
disguise self
expeditious retreat
expeditious retreat
faerie fire
false life
false life
feather fall
grease
grease
identify (ritual)
identify (ritual)
jump
jump
longstrider
longstrider
sanctuary
sanctuary
shield of faith
snare*
2nd Level
2nd Level
aid
aid
alter self
alter self
arcane lock
arcane lock
blur
blur
continual flame
continual flame
darkvision
darkvision
enhance ability
enhance ability
enlarge/reduce
enlarge/reduce
heat metal
heat metal
invisibility
invisibility
lesser restoration
lesser restoration
levitate
levitate
magic mouth (ritual)
magic mouth (ritual)
magic weapon
magic weapon
protection from poison
protection from poison
pyrotechnics*
rope trick
rope trick
see invisibility
see invisibility
skywrite* (ritual)
spider climb
spider climb
3rd Level
3rd Level
blink
blink
catnap*
dispel magic
dispel magic
elemental weapon
elemental weapon
flame arrows*
fly
fly
gaseous form
gaseous form
glyph of warding
glyph of warding
haste
haste
protection from energy
protection from energy
revivify
revivify
tiny servant*
water breathing (ritual)
water breathing (ritual)
water walk (ritual)
water walk (ritual)
4th Level
4th Level
arcane eye
arcane eye
elemental bane*
fabricate
fabricate
freedom of movement
freedom of movement
Leomund’s secret chest
Leomund’s secret chest
Mordenkainen’s faithful hound
Mordenkainen’s faithful hound
Mordenkainen’s private sanctum
Mordenkainen’s private sanctum
Otiluke’s resilient sphere
Otiluke’s resilient sphere
stone shape
stone shape
stoneskin
stoneskin
vitriolic sphere*
5th Level
5th Level
animate objects
animate objects
Bigby’s hand
Bigby’s hand
creation
creation
greater restoration
greater restoration
skill empowerment*
transmute rock*
wall of stone
wall of stone
Version 2 ©2019 Wizards of the Coast LLC 5
The Magic of Artifice
The Magic of Artifice
As an artificer, you use tools when you cast your spells.
As an artificer, you use tools when you cast your spells.
When describing your spellcasting, think about how
When describing your spellcasting, think about how
you’re using a tool to perform the spell effect. If you
you’re using a tool to perform the spell effect. If you
cast cure wounds using alchemist’s supplies, you could
cast cure wounds using alchemist’s supplies, you could
be quickly producing a salve. If you cast it using tinker’s
be quickly producing a salve. If you cast it using tinker’s
tools, you might have a miniature mechanical spider
tools, you might have a miniature mechanical spider
that binds wounds. When you cast poison spray, you
that binds wounds. When you cast poison spray, you
could fling foul chemicals or use a wand that spits
could fling foul chemicals or use a wand that spits
venom. The effect of the spell is the same as for a
venom. The effect of the spell is the same as for a
spellcaster of any other class, but your method of
spellcaster of any other class, but your method of
spellcasting is special.
spellcasting is special.
The same principle applies when you prepare your
The same principle applies when you prepare your
spells. As an artificer, you don’t study a spellbook or
spells. As an artificer, you don’t study a spellbook or
pray to prepare your spells. Instead, you work with your
pray to prepare your spells. Instead, you work with your
tools and create the specialized items you’ll use to
tools and create the specialized items you’ll use to
produce your effects. If you replace cure wounds with
produce your effects. If you replace cure wounds with
shocking grasp, you might be breaking down the device
shocking grasp, you might be breaking down the device
you used to heal and creating an offensive item in its
you used to heal and creating an offensive item in its
place—perhaps a gauntlet that lets you channel a surge
place—perhaps a gauntlet that lets you channel a surge
of energy.
of energy.
©2019 Wizards of the Coast LLC 5
Such details don’t limit you in any way or provide you
Such details don’t limit you in any way or provide you
with any benefit. You don’t have to justify how you’re
with any benefit. You don’t have to justify how you’re
using tools to cast a spell. But describing your
using tools to cast a spell. But describing your
spellcasting creatively is a fun way to distinguish
spellcasting creatively is a fun way to distinguish
yourself from other spellcasters.
yourself from other spellcasters.
Infuse Item
Infuse Item
At 2nd level, you gain the ability to imbue
At 2nd level, you gain the ability to imbue
mundane items with certain magical infusions.
mundane items with certain magical infusions.
The magic items you create with this feature are
The magic items you create with this feature are
effectively prototypes of permanent items.
effectively prototypes of permanent items.
Infusions Known
Infusions Known
When you gain this feature, pick two artificer
When you gain this feature, pick three artificer
infusions to learn, choosing from the “Artificer
infusions to learn, choosing from the “Artificer
Infusions” section at the end of the class’s
Infusions” section at the end of the class’s
description. You learn additional infusions of
description. You learn additional infusions of
your choice when you reach certain levels in this
your choice when you reach certain levels in this
class, as shown in the Infusions Known column
class, as shown in the Infusions Known column
of the Artificer table.
of the Artificer table.
Whenever you gain a level in this class, you can
Whenever you gain a level in this class, you can
replace one of the artificer infusions you learned
replace one of the artificer infusions you learned
with a new one.
with a new one.
Infusing an Item
Infusing an Item
Whenever you finish a long rest, you can touch a
Whenever you finish a long rest, you can touch a
nonmagical object and imbue it with one of your
nonmagical object and imbue it with one of your
artificer infusions, turning it into a magic item.
artificer infusions, turning it into a magic item.
An infusion works on only certain kinds of
An infusion works on only certain kinds of
objects, as specified in the infusion’s description.
objects, as specified in the infusion’s description.
If the item requires attunement, you can attune
If the item requires attunement, you can attune
yourself to it the instant you infuse the item, or
yourself to it the instant you infuse the item, or
you can forgo attunement so that someone else
you can forgo attunement so that someone else
can attune to the item. If you decide to attune to
can attune to the item. If you decide to attune to
the item later, you must do so using the normal
the item later, you must do so using the normal
process for attunement (see “Attunement” in the
process for attunement (see “Attunement” in the
Dungeon Master’s Guide, page 136).
Dungeon Master’s Guide, page 136).
Your infusion remains in an item indefinitely,
Your infusion remains in an item indefinitely,
but when you die, the infusion vanishes after a
but when you die, the infusion vanishes after a
number of days have passed equal to your
number of days have passed equal to your
Intelligence modifier (minimum of 1 day). The
Intelligence modifier (minimum of 1 day). The
infusion also vanishes if you give up your
infusion also vanishes if you give up your
knowledge of the infusion for another one.
knowledge of the infusion for another one.
You can infuse more than one nonmagical
You can infuse more than one nonmagical
object at the end of a long rest; the maximum
object at the end of a long rest; the maximum
number of objects appears in the Infused Items
number of objects appears in the Infused Items
column of the Artificer table. You must touch
column of the Artificer table. You must touch
each of the objects, and each of your infusions
each of the objects, and each of your infusions
can be in only one object at a time. If you try to
can be in only one object at a time. If you try to
exceed your maximum number of infusions, the
exceed your maximum number of infusions, the
oldest infusion immediately ends, and then the
oldest infusion immediately ends, and then the
new infusion applies.
new infusion applies.
Artificer Specialist
Artificer Specialist
At 3rd level, you choose the type of specialist you
At 3rd level, you choose the type of specialist you
are: Alchemist or Artillerist, each of which is
are: Alchemist, Archivist, Artillerist, or Battle
detailed at the end of the class’s description.
Smith, each of which is detailed at the end of the
Your choice grants you features at 3rd level and
class’s description. Your choice grants you
again at 6th and 14th level.
features at 3rd level and again at 6th and 14th
level.
Variant: Crafting
Variant: Crafting
An artificer subclass makes you more efficient at
An artificer subclass makes you more efficient at
crafting certain items. The feature you get from your
crafting certain items. The feature you get from your
subclass works whether you’re using the crafting rules in
subclass works whether you’re using the crafting rules in
the Player’s Handbook, Dungeon Master’s Guide, or
the Player’s Handbook, Dungeon Master’s Guide, or
Xanathar’s Guide to Everything.
Xanathar’s Guide to Everything.
Tool Expertise
Tool Expertise
Starting at 3rd level, your proficiency bonus is
Starting at 3rd level, your proficiency bonus is
doubled for any ability check you make that uses
doubled for any ability check you make that uses
your proficiency with a tool.
your proficiency with a tool.
Ability Score Improvement
Ability Score Improvement
When you reach 4th, 8th, 12th, 16th, and 19th
When you reach 4th, 8th, 12th, 16th, and 19th
level, you can increase one ability score of your
level, you can increase one ability score of your
choice by 2, or you can increase two ability
choice by 2, or you can increase two ability
scores of your choice by 1. As normal, you can’t
scores of your choice by 1. As normal, you can’t
increase an ability score above 20 using this
increase an ability score above 20 using this
feature.
feature.
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Arcane Armament
Arcane Armament
Starting at 5th level, you can attack twice, rather
Starting at 5th level, you can attack twice, rather
than once, whenever you take the Attack action
than once, whenever you take the Attack action
on your turn, but one of the attacks must be
on your turn, but one of the attacks must be
made with a magic weapon, the magic of which
made with a magic weapon, the magic of which
you use to propel the attack.
you use to propel the attack.
The Right Cantrip for the Job
The Right Cantrip for the Job
At 10th level, you gain the ability to make sure
At 10th level, you gain the ability to make sure
you have the right magical tool for a job.
you have the right magical tool for a job.
Whenever you finish a short or long rest, you can
Whenever you finish a short or long rest, you can
replace one of the artificer cantrips you know
replace one of the artificer cantrips you know
with another cantrip from the artificer spell list.
with another cantrip from the artificer spell list.
Spell-Storing Item
Spell-Storing Item
When you reach 18th level, you learn how to
When you reach 18th level, you learn how to
store a spell in an object for repeated use.
store a spell in an object for repeated use.
Whenever you finish a long rest, you can touch
Whenever you finish a long rest, you can touch
one simple or martial weapon or an item that
one simple or martial weapon or an item that
you can use as a spellcasting focus and store a
you can use as a spellcasting focus and store a
spell in it, choosing one 1st- or 2nd-level spell
spell in it, choosing one 1st- or 2nd-level spell
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from the artificer spell list that requires 1 action
from the artificer spell list that requires 1 action
to cast (you don’t need to have the spell
to cast (you don’t need to have the spell
prepared). With the object in hand, a creature
prepared). With the object in hand, a creature
can take an action to produce the spell’s effect
can take an action to produce the spell’s effect
from it, using your spellcasting ability modifier.
from it, using your spellcasting ability modifier.
The spell stays in the object until it has been
The spell stays in the object until it has been
used a number of times equal to twice your
used a number of times equal to twice your
Intelligence modifier (minimum of twice) or
Intelligence modifier (minimum of twice) or
until you use this feature again.
until you use this feature again.
Soul of Artifice
Soul of Artifice
At 20th level, your understanding of magic items
At 20th level, your understanding of magic items
is unmatched, allowing you to mingle your soul
is unmatched, allowing you to mingle your soul
with items linked to you. You can attune to up to
with items linked to you. You can attune to up to
six magic items at once. In addition, you gain a
six magic items at once. In addition, you gain a
+1 bonus to all saving throws per magic item you
+1 bonus to all saving throws per magic item you
are currently attuned to.
are currently attuned to.
Artificer Specialists
Artificer Specialists
Artificers pursue a variety of disciplines. Here
Artificers pursue many disciplines. Here are
are two specialist options you can choose from
specialist options you can choose from at 3rd
at 3rd level: the Alchemist and the Artillerist.
level.
Alchemist
Alchemist
An Alchemist is an expert at combining exotic
An Alchemist is an expert at combining exotic
reagents to produce mystical effects. Among
reagents to produce mystical effects. Among
artificers, members of this subclass are the
artificers, members of this subclass are the
greatest healers, as well as the ones most adept
greatest healers, as well as the ones most adept
at wielding dangerous chemicals.
at wielding dangerous chemicals.
Tools of the Trade
Tools of the Trade
By the time you adopt this specialty at 3rd level,
By the time you adopt this specialty at 3rd level,
you’re deeply familiar with employing its tools.
you’re deeply familiar with employing its tools.
Proficiencies. You gain proficiency with
Proficiencies. You gain proficiency with
alchemist’s supplies and the herbalism kit,
alchemist’s supplies and the herbalism kit,
assuming you don’t already have them. You also
assuming you don’t already have them. You also
gain alchemist’s supplies and an herbalism kit
gain alchemist’s supplies and an herbalism kit
for free—the result of tinkering you’ve done as
for free—the result of tinkering you’ve done as
you’ve prepared for this specialization.
you’ve prepared for this specialization.
Crafting. If you craft a magic item in the potion
Crafting. If you craft a magic item in the potion
category, it takes you a quarter of the normal
category, it takes you a quarter of the normal
time, and it costs you half as much of the usual
time, and it costs you half as much of the usual
gold.
gold.
Alchemist Spells
Alchemist Spells
Starting at 3rd level, you always have certain
Starting at 3rd level, you always have certain
spells prepared after you reach particular levels
spells prepared after you reach particular levels
in this class, as shown in the Alchemist Spells
in this class, as shown in the Alchemist Spells
table. These spells count as artificer spells for
table. These spells count as artificer spells for
you, but they don’t count against the number of
you, but they don’t count against the number of
artificer spells you prepare.
artificer spells you prepare.
Alchemist Spells
Alchemist Spells
Artificer Level Spell
Artificer Level Spell
3rd purify food and drink, ray of sickness
3rd purify food and drink, ray of sickness
5th Melf’s acid arrow, web
5th Melf’s acid arrow, web
9th create food and water, stinking cloud
9th create food and water, stinking cloud
13th blight, death ward
13th blight, death ward
17th cloudkill, raise dead
17th cloudkill, raise dead
Alchemical Homunculus
Alchemical Homunculus
At 3rd level, you learn ancient methods for
At 3rd level, you learn ancient methods for
magically creating a special homunculus that is
magically creating a special homunculus that is
formed by alchemical substances.
formed by alchemical substances.
Whenever you finish a long rest and your
Whenever you finish a long rest and your
alchemist’s supplies are with you, you can form
alchemist’s supplies are with you, you can form
this homunculus in an unoccupied space within
this homunculus in an unoccupied space within
5 feet of you. If you already have a homunculus
5 feet of you. If you already have a homunculus
from this feature, the first one immediately dies.
from this feature, the first one immediately dies.
The homunculus is friendly to you and your
The homunculus is friendly to you and your
companions, and it obeys your commands. See
companions, and it obeys your commands. See
this creature’s game statistics in the Alchemical
this creature’s game statistics in the Alchemical
Homunculus stat block. You determine the
Homunculus stat block. You determine the
homunculus’s appearance, which includes wings
homunculus’s appearance, which includes wings
and bits of alchemical equipment. Some
and bits of alchemical equipment. Some
alchemists prefer mechanical-looking birds,
alchemists prefer mechanical-looking birds,
whereas others like winged vials or miniature
whereas others like winged vials or miniature
cauldrons.
cauldrons.
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In combat, the homunculus shares your
In combat, the homunculus shares your
initiative count, but it takes its turn immediately
initiative count, but it takes its turn immediately
after yours. The only action it takes on its turn is
after yours. The only action it takes on its turn is
the Dodge action, unless you take a bonus action
the Dodge action, unless you take a bonus action
on your turn to command it to take one of the
on your turn to command it to take one of the
actions in its stat block or to take the Dash,
actions in its stat block or to take the Dash,
Disengage, or Help action.
Disengage, or Help action.
If the mending spell is cast on it, it regains 2d6
If the mending spell is cast on it, it regains 2d6
hit points. If it has died within the last hour, you
hit points. If it has died within the last hour, you
can use your alchemist’s supplies as an action to
can use your alchemist’s supplies as an action to
revive it, provided you are within 5 feet of it and
revive it, provided you are within 5 feet of it and
you expend a spell slot of 1st level or higher. The
you expend a spell slot of 1st level or higher. The
homunculus returns to life with all its hit points
homunculus returns to life with all its hit points
restored.
restored.
Alchemical Homunculus
Alchemical Homunculus
Tiny construct, neutral
Tiny construct, neutral
Armor Class 13 (natural armor)
Armor Class 13 (natural armor)
Hit Points equal to five times your level in this class +
Hit Points equal to five times your level in this class +
your Intelligence modifier
your Intelligence modifier
Speed 20 ft., fly 30 ft.
Speed 20 ft., fly 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
4 (−3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (−2)
4 (−3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (−2)
Skills Perception +4, Stealth +4
Skills Perception +4, Stealth +4
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Damage Immunities acid, poison
Damage Immunities acid, poison
Condition Immunities charmed, exhaustion, poisoned
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages you speak
Languages understands the languages you speak
Might of the Master. The following numbers increase
Might of the Master. The following numbers increase
by 1 when your proficiency bonus increases by 1: the
by 1 when your proficiency bonus increases by 1: the
homunculus’s skill bonuses and the bonuses to hit and
homunculus’s skill bonuses and the bonuses to hit and
damage of its Acidic Spittle.
damage of its Acidic Spittle.
Actions (Require Your Bonus Action)
Actions (Require Your Bonus Action)
Acidic Spittle. Ranged Weapon Attack: +4 to hit, range
Acidic Spittle. Ranged Weapon Attack: +4 to hit, range
30 ft., one target you can see. Hit: 1d6 + 2 acid damage.
30 ft., one target you can see. Hit: 1d6 + 2 acid damage.
Alchemical Salve (3/Day). The homunculus produces a
Alchemical Salve (3/Day). The homunculus produces a
salve and touches one creature you designate. The
salve and touches one creature you designate. The
target receives one of the following magical benefits of
target receives one of the following magical benefits of
your choice:
your choice:
Buoyancy. The target gains a flying speed of 10 feet for
Buoyancy. The target gains a flying speed of 10 feet for
10 minutes.
10 minutes.
Inspiration. The target feels giddy and effective, gaining
Inspiration. The target feels giddy and effective, gaining
advantage on certain ability checks in the next hour.
advantage on certain ability checks in the next hour.
The target chooses the checks before or after rolling.
The target chooses the checks before or after rolling.
The magic runs out after the target has used it on a
The magic runs out after the target has used it on a
number of checks equal to your Intelligence modifier
number of checks equal to your Intelligence modifier
(minimum of 1).
(minimum of 1).
Resilience. The target gains a number of temporary hit
Resilience. The target gains a number of temporary hit
points equal to 2d6 + your Intelligence modifier.
points equal to 2d6 + your Intelligence modifier.
Alchemical Mastery
Alchemical Mastery
At 6th level, your command of magical chemicals
At 6th level, your command of magical chemicals
has become masterful, enhancing the healing
has become masterful, enhancing the healing
and damage you create through them. When you
and damage you create through them. When you
cast a spell using your alchemist’s supplies as the
cast a spell using your alchemist’s supplies as the
spellcasting focus, you gain a bonus to one roll of
spellcasting focus, you gain a bonus to one roll of
the spell. That roll must restore hit points or be a
the spell. That roll must restore hit points or be a
damage roll that deals acid or poison damage,
damage roll that deals acid or poison damage,
and the bonus equals your Intelligence modifier
and the bonus equals your Intelligence modifier
(minimum of +1).
(minimum of +1).
In addition, you can cast lesser restoration
In addition, you can cast lesser restoration
without expending a spell slot, provided you use
without expending a spell slot, provided you use
alchemist’s supplies as the spellcasting focus.
alchemist’s supplies as the spellcasting focus.
You can do so a number of times per day equal to
You can do so a number of times per day equal to
your Intelligence modifier (minimum of once).
your Intelligence modifier (minimum of once).
Chemical Savant
Chemical Savant
By 14th level, you have been exposed to so many
By 14th level, you have been exposed to so many
chemicals and unlocked their secrets that they
chemicals and unlocked their secrets that they
pose little risk to you, and you can use them to
pose little risk to you, and you can use them to
quickly end certain ailments. You gain resistance
quickly end certain ailments. You gain resistance
to acid damage and poison damage, and you are
to acid damage and poison damage, and you are
now immune to the poisoned condition.
now immune to the poisoned condition.
In addition, you can cast greater restoration
In addition, you can cast greater restoration
once without expending a spell slot and without
once without expending a spell slot and without
providing the material component, provided you
providing the material component, provided you
use alchemist’s supplies as the spellcasting focus.
use alchemist’s supplies as the spellcasting focus.
You regain the ability to do so when you finish a
You regain the ability to do so when you finish a
long rest.
long rest.
Artillerist
Archivist
An Artillerist specializes in using magic to create
What are the best ways to store vast amounts of
explosions and defensive positions, as well as
information? That question has occupied
magic-infused sidearms—especially wands—
chroniclers and librarians for centuries. Scrolls
that can be used on the battlefield. Artillerists
and books were the finest information-storing
were valued by all the armies of the Last War.
methods for a long time, but the first Archivists
imagined something greater: storing information
in a real or an artificial mind. What library could
match a mental archive capable of accessing
information in seconds? As they work towards
this goal, Archivists have become masters of
storing knowledge and creating artificial
intelligences fueled by magic. These techniques
have yet to be perfected and institutionalized,
and of all artificers, archivists are on the cutting
edge of arcane science.
Tools of the Trade
Tools of the Trade
By the time you adopt this specialty at 3rd level,
By the time you adopt this specialty at 3rd level,
you’re deeply familiar with employing its tools.
you’re deeply familiar with employing its tools.
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Proficiencies. You gain proficiency with
Proficiencies. You gain proficiency with
smith’s tools and woodcarver’s tools, assuming
calligrapher’s supplies and the forgery kit,
you don’t already have them. You also gain those
assuming you don’t already have them. You also
tools for free—the result of tinkering you’ve
gain calligrapher’s supplies and a forgery kit for
done as you’ve prepared for this specialization.
free—the result of tinkering you’ve done as
In addition, you gain the ability to use rods,
you’ve prepared for this specialization.
staffs, and wands as spellcasting focuses for your
Crafting. If you craft a magic item in the scroll
artificer spells. You also gain a nonmagical,
wooden wand for free, which you’ve carved in
your spare time.
Crafting. If you craft a magic item in the wand
category, it takes you a quarter of the normal
category, it takes you a quarter of the normal
time, and it costs you half as much of the usual
time, and it costs you half as much of the usual
gold.
gold.
Artillerist Spells
Archivist Spells
Starting at 3rd level, you always have certain
Starting at 3rd level, you always have certain
spells prepared after you reach particular levels
spells prepared after you reach particular levels
in this class, as shown in the Alchemist Spells
in this class, a
table. These spells count as artificer spells for
you, but they don’t count against the number of
artificer spells you prepare.
Artillerist Spells
Artificer Level Spell
3rd shield, thunderwave
5th scorching ray, shatter
9th fireball, wind wall
13th ice storm, wall of fire
17th cone of cold, wall of force
Arcane Turret
At 3rd level, you learn how to create a magical
turret. With your smith’s tools in hand, you can
take an action to magically summon a Medium
turret in an unoccupied space on a horizontal
surface within 5 feet of you.
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The turret is a magical object that occupies its
space and that has crablike legs. It has an AC of
18 and a number of hit points equal to five times
y