Caution: Untested Content

The artificer has magic running through his veins due to draconic heritage; much like the sorcerer the artificer is in a position of potentially great magic combined with extraordinary crafting abilities. Unlike the sorcerer, the artificer forsakes learning to use spells and instead learns to channel raw arcane magic through his veins into a permanent permeable form through magic items. With his enhanced skills he also receives a supernaturally high level of ability with all the skills that he pursues that deal with his crafting expertise; and can make mundane and magical items of varying qualities with ease. Another key difference between sorcerers and artificers is that artificers also are able to shape divine magic by establishing a connection to the magic's deity, but his abilities are wholly innate without requiring the service of the god. Artificers are also able to break down and reclaim components from previously created magical items through a process called rending, and they commonly use this ability to fuel their own creations and projects.


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


Armor: Light armor, medium armor, shields.
Weapons: All simple weapons
Tools: Alchemist's Tools, Artisan's Tools, Healer's Kit, Herbalism Kit, Poisoner's Kit, Thief's Tools
Saving Throws: Intelligence, Wisdom
Skills: Choose two skills from Arcana, History, Investigation, Medicine, and Nature


You start with the following equipment, in addition to the equipment granted by your background:
Traveller's Robes, A Formulae book, A Schema book and

(a) Arcane Engineer [Calligrapher Supplies, Arcane focus, 2 daggers, and Ritual Book] or (b) Mystic Sage [Calligrapher Supplies, Woodcarver’s Kit and staff]
(a) Battlesmith [Non magical Sword; Scale mail;] or (b) Clockwork Engineer [Tinkerer’s Tools, 10 lbs of construct parts]

Quick Build

If you want to be at the edge of the battlefield, combat medic, empower your team directly through droughts, potions and consumables - play the Alchemist.

If you want to avoid battlefields, be an Ian Flemming-esque "Q", help fund the group's ambitions, and be truly focused on magical item creation - Play the Mystic Sage.

If you want to be in the battlefield, striding through with empowered armor, weapon and in your presence enchant those around you - play the Battlesmith.

If you want to lead a horde of minions - play the Clockwork Engineer.

Table: The Artificer

and If you want more utility class with spell casting and item creation - play an Arcane Engineer
Lvl Proficiency Bonus Features Infusion Maximum
1st +2 Infusions, Consumable Proficiency, Field of Study 2
2nd +2 Artificer's Expertise 2
3rd +2 Identify 2
4th +2 Ability Score Improvement 2
5th +3 Dweomer Recovery (1) 3
6th +3 Field of Study feature 3
7th +3 Detect Magic 3
8th +3 Ability Score Improvement 3
9th +4 Dweomer Recovery (2) 4
10th +4 Artificer Attunement 4
11th +4 Field of Study feature 4
12th +4 Ability Score Improvement 4
13th +5 Dweomer Recovery (3) 5
14th +5 Field of Study feature 5
15th +5 Dweomer Mastery 5
16th +5 Ability Score Improvement 5
17th +6 Dweomer Recovery (4) 6
18th +6 Field of Study feature 6
19th +6 Ability Score Improvement 6
20th +6 Dweomer Absorption 6


You may create Infusions.

At dawn of each day, any Infusions you've created end, and your pool of Infusion Points resets to your Artificer level + your Intelligence modifier. The number of unexpended Infusion Points you have active can never exceed this number.

Infusion points are only expended upon use of a Consumable Infusion, expending charges on a Charge Infusion, or the destruction of an Automaton Infusion.

Creating an Infusion costs a number of Infusion Points, as noted in the Infusion's description. When an item is under the effect of an Infusion, that item is considered magical. The total number of Infusion Points invested in a single item or Automaton cannot exceed your the Infusion Maximum, given on the Artificer class table.

Infusions are divided into four categories:

  • Constant Infusions give the benefit described until your Infusion Points reset. It takes 1 minute to enhance an item with a Constant Infusion. You may spend an Action to recall a Constant Infusion. If you do so, you regain the Infusion Points that were spent on the Infusion, and the item is no longer under the Infusion effect.
  • Charge Infusions give the benefit described until your Infusion Points reset, along with a certain number of charges. It takes 1 minute to enhance an item with a Charge Infusion. An action cannot trigger more than one Charge Infusion - for example, a character cannot use a Master's Wand of Fireball and a Staff of Everburning Flame on the same casting of Fireball. Expending a Charge expends a certain number of Infusion Points. You may spend an Action to recall a Charge Infusion. If you do so, you regain the number of Infusion Points that have not been expended, and the item is no longer under the Infusion effect.
  • Consumable Infusions are new items that may be used once. These items degrade to uselessness when your Infusion Points reset. It takes 1 minute to create a Consumable Infusion. You may spend an Action to recall a Consumable Infusion. If you do so, you regain the Infusion Points that were spent on the Infusion, and the Consumable Infusion is rendered inert.
  • Automaton Infusions are creatures that exist until your Infusion Points are reset, or until reduced to 0 hit points. It takes 10 minutes to create an Automaton. You cannot recall Automaton Infusions. When created, an Automaton Infusion is synced to one creature. On the synced creature's turn, the Automaton can move up to its walking speed. In addition, if the automaton has any actions listed, the synced creature can spend an action of the appropriate type to have the Automaton take that action. If the Automaton makes an attack roll, it uses your Infusion Attack Bonus. If the Automaton uses an ability that calls for a saving throw, it uses your Infusion Save DC. A creature can only have one Automaton synced to it at any given time, and an Automaton can only be synced to one creature. You can spend 1 minute changing the creature the Automaton is synced to. All Automatons have damage immunities to poison and psychic damage, and condition immunities to the charmed, exhausted, frightened, petrified, and poisoned conditions.

Whenever an Infusion calls for a saving throw, the Infusion Save DC is equal to 8 + your Intelligence modifier + your proficiency bonus. Whenever an Infusion calls for an attack roll, your Infusion Attack Bonus is equal to your Intelligence modifier + your proficiency bonus.

Static bonuses from magic items and Infusions don't stack. For example, if you spend 6 points on Magic Weapon on Dagger of Venom, the wielder of the dagger would only have a +3 bonus to attack and damage rolls, not a +4 bonus. On the other hand, since the 2d10 poison damage is not a static value, it will stack with the +3 bonus to damage granted by Magic Weapon.

Infusions Known

At 1st level, you know three Infusions from the Artificer Infusion List. You learn an additional infusion every Artificer level. You cannot learn an Infusion that requires more Infusion Points to use than your Infusion Maximum.

Field of Study

At 1st level, you choose a Field of Study in which to focus your skills. Choose one of the below Fields. This choice grants you features at 1st, 6th, 11th, 14th, and 18th level.

Consumable Proficiency

You are considered proficient in any attack roll required by your Consumables. In addition, you may throw your Consumables twice as far.

Artificer's Expertise

At 2nd level, choose two of your skill proficiencies based on Intelligence, one skill based on Intelligence and one tool proficiency, or two tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiences.


At 3rd level, you develop your ability to trace the dweomer of magic items. You can cast Identify at-will.

Dweomer Recovery

At 5th level, during a short rest, you regain 1 Infusion Point.
This increases by 1 at 9th level (2), 13th level (3), and 17th level (4).

Detect Magic

At 7th level, your ability to detect the flow of magic improves. You are considered to always be under the effect of Detect Magic.

Artificer Attunement

At 10th level, you can attune yourself to four magic items that require attunement, instead of three.

Dweomer Master

At 15th level, you have advantage on saving throws against spells and other magic effects.

Dweomer Recovery

At 20th level, whenever you succeed on a saving throw against a spell or magic effect, you regain 1 Infusion Point.

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