THE SHARED REFERENCE Adventurer

Class

Artificer

Outside your table’s allowed sources

Official reference · EFA · 2024

Hit die
8
Spellcasting
artificer
Subclass title
Artificer Subclass
Epic boon level
19

Level progression

LevelProficiency BonusPlans KnownMagic ItemsCantripsPrepared Spells1st-level slots2nd-level slots3rd-level slots4th-level slots5th-level slots
1+2——2220000
2+2422320000
3+2422430000
4+2422530000
5+3422642000
6+3532642000
7+3532743000
8+3532743000
9+4532943200
10+4643943200
11+46431043300
12+46431043300
13+56431143310
14+57541143310
15+57541243320
16+57541243320
17+67541443331
18+68641443331
19+68641543332
20+68641543332

Class features

LEVEL 1

Spellcasting

You have learned how to channel magical energy through objects. See the Player's Handbook for the rules on spellcasting. The information below details how you use those rules with Artificer spells, which appear in the class=Artificer later in the class's description.

Tools Required

You produce your Artificer spells through tools. You can use Thieves' Tools, Tinker's Tools, or another kind of Artisan's Tools with which you have proficiency as a Spellcasting Focus, and you must have one of those focuses in hand when you cast an Artificer spell (meaning the spell has an M component when you cast it).

Cantrips

You know two level=0 of your choice. Acid Splash and Prestidigitation are recommended.

Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Artificer cantrip of your choice.

When you reach Artificer levels 10 and 14, you learn another Artificer cantrip of your choice, as shown in the Cantrips column of the Artificer Features table.

Spell Slots

The Artificer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+

You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level=1. Cure Wounds and Grease are recommended.

The number of spells on your list increases as you gain Artificer levels, as shown in the Prepared Spells column of the Artificer Features table. Whenever that number increases, choose additional class=Artificer until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Artificer, your list of prepared spells can include six Artificer spells of levels 1 and 2 in any combination.

If another Artificer feature gives you spells that you always have prepared, those don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Artificer spells for you.

Changing Your Prepared Spells

Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Artificer spells for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your Artificer spells.

Tinker's Magic

You know the Mending cantrip.

As a Magic action while holding Tinker's Tools, you can create one item in an unoccupied space within 5 feet of yourself, choosing the item from the following list:

  • Ball Bearings
  • Basket
  • Bedroll
  • Bell
  • Blanket
  • Block and Tackle
  • Bottle, Glass
  • Bucket
  • Caltrops
  • Candle
  • Crowbar
  • Flask
  • Grappling Hook
  • Hunting Trap
  • Jug
  • Lamp
  • Manacles
  • Net
  • Oil
  • Paper
  • Parchment
  • Pole
  • Pouch
  • Rope
  • Sack
  • Shovel
  • Spikes, Iron
  • String
  • Tinderbox
  • Torch
  • Vial

See the rules for the item in the Player's Handbook. The item lasts until you finish a Long Rest, at which point it vanishes.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

LEVEL 2

Replicate Magic Item

You have learned arcane plans that you use to make magic items.

Plans Known

When you gain this feature, choose four plans to learn from the Magic Item Plans (Artificer Level 2+) table (see the Dungeon Master's Guide for the items' descriptions). Bag of Holding, Cap of Water Breathing, Sending Stones, and Wand of the War Mage are recommended. Whenever you gain an Artificer level, you can replace one of the plans you know with a new plan for which you qualify.

You learn another plan of your choice when you reach certain Artificer levels, as shown in the Plans Known column of the Artificer Features table. When you choose a plan to learn, you choose it from any Magic Item Plans table for which you qualify; your qualification is based on your Artificer level.

Creating an Item

When you finish a Long Rest, you can create one or two different magic items if you have Tinker's Tools in hand. Each item is based on one of the plans you know for this feature.

If a created item requires Attunement, you can attune yourself to it the instant you create it. If you decide to attune to the item later, you must do so using the normal process for Attunement.

When you reach certain Artificer levels specified in the Magic Items column of the Artificer Features table, the number of magic items you can create at the end of a Long Rest increases. Each item you create must be based on a different plan you know.

You can't have more magic items from this feature than the number shown in the Magic Items column of the Artificer Features table for your level. If you try to exceed your maximum number of magic items for this feature, the oldest item vanishes, and then the new item appears.

Duration

A magic item created by this feature functions as the normal magic item, except its magic isn't permanent; when you die, the magic item vanishes after 1d4 days. If you replace a plan you know with a new plan, any magic item created with the replaced plan immediately vanishes.

If an item that you created with this feature is a container, such as a Bag of Holding, and it vanishes, its contents harmlessly appear in and around its space.

Spellcasting Focus

You can use any Wand or Weapon created by this feature as a Spellcasting Focus in lieu of using a set of Artisan's Tools.

Crafting More Magic Items

The Replicate Magic Item feature isn't the only way for an Artificer to make magic items. The 6 provides rules for characters—not just Artificers—who want to make magic items of all sorts. Though many different characters can make magic items, Artificers can do it faster than others; each Artificer subclass improves a character's speed at making items of a certain category.

When an Artificer crafts a magic item using the normal rules in the 6, the character gains no special connection to that item. Class features that refer to items created by your Replicate Magic Item feature don't apply to items you craft by other means.

Magic Item Plans (Artificer Level 2+)

Magic Item PlanAttunement
Alchemy JugNo
Bag of HoldingNo
Cap of Water BreathingNo
source=*Varies
Goggles of NightNo
Manifold ToolYes
Repeating ShotYes
Returning WeaponNo
Rope of ClimbingNo
Sending StonesNo
Shield +1No
Wand of Magic DetectionNo
Wand of SecretsNo
Wand of the War Mage +1Yes
Weapon +1No
Wraps of Unarmed Power, +1No

Magic Item Plans (Artificer Level 6+)

Magic Item PlanAttunement
Armor +1No
Boots of ElvenkindNo
Boots of the Winding PathYes
Cloak of ElvenkindYes
Cloak of the Manta RayYes
Dazzling WeaponYes
Eyes of CharmingYes
Eyes of Minute SeeingNo
Gloves of ThieveryNo
Helm of AwarenessNo
Lantern of RevealingNo
Mind SharpenerYes
Necklace of AdaptationYes
Pipes of HauntingNo
Repulsion ShieldNo
Ring of SwimmingNo
Ring of Water WalkingNo
Sentinel ShieldNo
Spell-Refueling RingYes
Wand of Magic MissilesNo
Wand of WebYes
Weapon of WarningYes

Magic Item Plans (Artificer Level 10+)

Magic Item PlanAttunement
Armor of ResistanceYes
Dagger of VenomNo
Elven ChainNo
Ring of Feather FallingYes
Ring of JumpingYes
Ring of Mind ShieldingYes
Shield, +2No
source=*Varies
Wand of the War Mage, +2Yes
Weapon, +2No
Wraps of Unarmed Power, +2No

Magic Item Plans (Artificer Level 14+)

Magic Item PlanAttunement
Armor, +2No
Arrow-Catching ShieldYes
Flame TongueYes
source=*Varies
Ring of Free ActionYes
Ring of ProtectionYes
Ring of the RamYes

LEVEL 3

Artificer Subclass

You gain an Artificer subclass of your choice. The EFA, EFA, EFA, EFA, and EFA subclasses are detailed after this class's description. A subclass is a specialization that grants you features at certain Artificer levels. For the rest of your career, you gain each of your subclass's features that are of your Artificer level or lower.

LEVEL 4

Ability Score ImprovementASI

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Artificer levels 8, 12, and 16.

LEVEL 5

Subclass feature

You gain a feature from your Artificer Subclass.

LEVEL 6

Magic Item Tinker

Your EFA feature gains the following options.

Charge Magic Item

As a Bonus Action, you can touch a magic item within 5 feet of yourself that you created with Replicate Magic Item and that uses charges. You expend a level 1+ spell slot and recharge the item. The number of charges the item regains is equal to the level of spell slot expended.

Drain Magic Item

As a Bonus Action, you can touch a magic item within 5 feet of yourself that you created with Replicate Magic Item and cause the item to vanish, converting its magical energy into a spell slot. The slot is level 1 if the item is Common or level 2 if the item is Uncommon or Rare. Once you use this feature, you can't do so again until you finish a Long Rest. Any spell slot you create with this feature vanishes when you finish a Long Rest.

Transmute Magic Item

As a Magic action, you can touch one magic item within 5 feet of yourself that you created with Replicate Magic Item and transform it into a different magic item. The resulting item must be based on a magic item plan you know. Once you use this feature, you can't do so again until you finish a Long Rest.

LEVEL 7

Flash of Genius

When you or a creature you can see within 30 feet of you fails an ability check or a saving throw, you can take a Reaction to add a bonus to the roll, potentially causing it to succeed. The bonus equals your Intelligence modifier (minimum of +1).

You can take this Reaction a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.

LEVEL 8

Ability Score ImprovementASI

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

LEVEL 9

Subclass feature

You gain a feature from your Artificer Subclass.

LEVEL 10

Magic Item Adept

You can now attune to up to four magic items at once.

LEVEL 11

Spell-Storing Item

Whenever you finish a Long Rest, you can touch one Simple or Martial weapon or one item that you can use as a Spellcasting Focus, and you store a spell in it, choosing a level 1, 2, or 3 Artificer spell that has a casting time of an action and doesn't require a Material component that is consumed by the spell (you needn't have the spell prepared).

While holding the object, a creature can take a Magic action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires Concentration, the creature must concentrate. Once a creature has used the object to produce the spell's effect, the object can't be used this way again until the start of the creature's next turn.

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

LEVEL 12

Ability Score ImprovementASI

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

LEVEL 14

Advanced Artifice

You gain the following benefits.

Magic Item Savant

You can now attune to up to five magic items at once.

Refreshed Genius

When you finish a Short Rest, you regain one expended use of your EFA feature.

LEVEL 15

Subclass Feature

You gain a feature from your Artificer Subclass.

LEVEL 16

Ability Score ImprovementASI

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

LEVEL 18

Magic Item Master

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

LEVEL 19

Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Energy Resistance is recommended.

LEVEL 20

Soul of Artifice

You have developed a mystical connection to your magic items, which you can draw on for aid. You gain the following benefits.

Cheat Death

If you're reduced to 0 Hit Points but not killed outright, you can disintegrate any number of Uncommon or Rare magic items created by your Replicate Magic Item feature. If you do so, your Hit Points instead change to a number equal to 20 times the number of magic items disintegrated.

Magical Guidance

When you finish a Short Rest, you regain all expended uses of your EFA if you have Attunement to at least one magic item.

Artificer Subclass

Alchemist

Level 3 · Alchemist

Craft Magic Elixirs and Potions

An Alchemist is an expert at combining reagents to produce magical effects. Alchemists use their creations to give life and to leech it away.

Level 5 · Alchemical Savant

Whenever you cast a spell using your Alchemist's Supplies as the Spellcasting Focus, you gain a bonus to one roll of the spell. That roll must restore Hit Points or be a damage roll that deals Acid, Fire, or Poison damage. The bonus equals your Intelligence modifier (minimum bonus of +1).

Level 9 · Restorative Reagents

You can cast Lesser Restoration without expending a spell slot and without preparing the spell, provided you use Alchemist's Supplies as the Spellcasting Focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 15 · Chemical Mastery

You gain the following benefits.

Alchemical Eruption

When you cast an Artificer spell that deals Acid, Fire, or Poison damage to a target, you can also deal 2d8 Force damage to that target. You can use this benefit only once on each of your turns.

Chemical Resistance

You gain Resistance to Acid damage and Poison damage. You also gain Immunity to the Poisoned condition.

Conjured Cauldron

You can cast Tasha's Bubbling Cauldron without expending a spell slot, without preparing the spell, and without Material components, provided you use Alchemist's Supplies as the Spellcasting Focus. Once you use this feature, you can't use it again until you finish a Long Rest.

Armorer

Level 3 · Armorer

Craft Magic Armor to Enhance Your Abilities

An Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the Armorer's magic, unleash potent attacks, and generate a formidable defense.

Level 5 · Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.

Level 9 · Improved Armorer

You gain the following benefits.

Armor Replication

You learn an additional plan for your Replicate Magic Item feature, and it must be in the Armor category. If you replace that plan, you must replace it with another Armor plan.

In addition, you can create an additional item with that feature, and the item must also be in the Armor category.

Improved Arsenal

You gain a +1 bonus to attack and damage rolls made with the special weapon of your Arcane Armor model.

Level 15 · Perfected Armor

Your Arcane Armor gains additional benefits based on its model, as detailed below.

Dreadnaught

The damage die of your Force Demolisher increases to 2d6 Force damage.

In addition, when you use your Giant Stature, your reach increases by 10 feet, your size can increase to Large or Huge (your choice), and you have Advantage on Strength checks and Strength saving throws for the duration.

Guardian

The damage die of your Thunder Pulse increases to 1d10 Thunder damage.

In addition, when a Huge or smaller creature you can see ends its turn within 30 feet of you, you can take a Reaction to magically force that creature to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly toward you to an unoccupied space. If you pull the target to a space within 5 feet of yourself, you can make a melee weapon attack against it as part of this Reaction.

You can take this Reaction a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Infiltrator

The damage die of your Lightning Launcher increases to 2d6 Lightning damage. Any creature that takes Lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds Dim Light in a 5-foot radius, and it has Disadvantage on attack rolls against you, as the light jolts it if it attacks you.

Additionally, as a Bonus Action, you can gain a Fly Speed equal to twice your Speed until the end of the current turn. You can take this Bonus Action a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Artillerist

Level 3 · Artillerist

Wield Destructive Power from Afar

An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield.

Level 5 · Arcane Firearm

When you finish a Long Rest, you can use Woodcarver's Tools to carve special sigils into a Rod, Staff, Wand, or type=martial weapon;ranged weapon=sand and thereby turn it into your Arcane Firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.

You can use your Arcane Firearm as a Spellcasting Focus for your Artificer spells. When you cast an Artificer spell through the firearm, roll 1d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.

Level 9 · Explosive Cannon

Every Eldritch Cannon you create is now more destructive. You gain the following benefits.

Detonate

When your cannon takes damage, you can take a Reaction to command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d10 Force damage on a failed save or half as much damage on a successful one.

Firepower

The cannon's damage rolls and the number of Temporary Hit Points granted by Protector increase by 1d8.

Level 15 · Fortified Position

You're a master at forming well-defended emplacements using your Eldritch Cannon. You gain the following benefits.

You can now have two cannons at the same time, and you can create two with the same Magic action. (If you expend a spell slot to create the first cannon, you must expend another spell slot to create the second.) You can activate both of them with the same Bonus Action, ordering them to use the same activation option or different ones. You can't create a third cannon while you have two.

Shimmering Field Projection

You and your allies have Half Cover while within 10 feet of your Eldritch Cannon.

Battle Smith

Level 3 · Battle Smith

Command a Construct Guardian

A Battle Smith is a combination of protector and medic, an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a Steel Defender, a protective companion of their own creation.

Level 5 · Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn. You can forgo one of your attacks when you take the Attack action to command your Steel Defender to take the Force-Empowered Rend action.

Level 9 · Arcane Jolt

When either you hit a target with an attack roll using a magic weapon or your Steel Defender hits a target, you can channel magical energy through the strike to create one of the following effects:

  • Destructive Energy: The target takes an extra 2d6 Force damage.
  • Restorative Energy: Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 Hit Points to it.

You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once per turn. You regain all expended uses when you finish a Long Rest.

Level 15 · Improved Defender

Your EFA and Steel Defender have become more powerful, granting these benefits.

Improved Jolt

The extra damage and healing of your Arcane Jolt both increase to 4d6.

Improved Deflection

Whenever your Steel Defender uses its Deflect Attack, the attacker takes Force damage equal to 1d4 plus your Intelligence modifier.

Cartographer

Level 3 · Cartographer

Chart Advantageous Courses through Turmoil

Cartographers are the premier navigators and reconnaissance agents. Using their creations, Cartographers can highlight threats, safeguard allies, and carve portals to distant locations.

Level 5 · Guided Precision

Once per turn, whenever you cast a spell from your Cartographer Spells list or hit a creature affected by your Faerie Fire with an attack roll, you can add your Intelligence modifier to one damage roll of the spell or attack.

In addition, taking damage can't cause you to lose Concentration on Faerie Fire.

Level 9 · Ingenious Movement

When you use your EFA, you or a willing creature of your choice that you can see within 30 feet of yourself can teleport up to 30 feet to an unoccupied space you can see as part of that same Reaction.

Level 15 · Superior Atlas

Your Adventurer's Atlas improves, gaining the following benefits.

Safe Haven

When a map holder would be reduced to 0 Hit Points but not killed outright, that creature can destroy its map. The creature's Hit Points instead change to a number equal to twice your Artificer level, and the creature is teleported to an unoccupied space within 5 feet of you or another map holder of its choice.

Unerring Path

If you are one of the map holders for your Adventurer's Atlas, you can cast Find the Path without expending a spell slot, without preparing the spell, and without needing spell components. Once you use this benefit, you can't use it again until you finish a Long Rest.

Reanimator

Level 3 · Reanimator

Reassemble Corpses and Raise the Dead

Reanimators defy the laws of nature in pursuit of gruesome experiments. These grim Artificers stitch together servants from disparate corpses, use foul magic to strengthen the living, and transform the art of necromancy into a terrifying science.

Level 5 · Strange Modifications

Whenever you create a Reanimated Companion, it gains one of the following options of your choice; choose when you create the companion.

Arcane Conduit

You can cast spells as though you were in the companion's space, but you must use your own senses. Once per turn, when you cast an Artificer spell from the Evocation or Necromancy school and deal damage while your companion is within 120 feet of you, you can add your Intelligence modifier to one damage roll of that spell.

Ferocity

The damage die of the companion's Dreadful Swipe increases to 1d6.

Level 9 · Improved Reanimation

The damage of your Reanimated Companion's Death Burst increases to 4d4. Necrotic damage dealt by your companion ignores Resistance.

Level 9 · Macabre Modifications

You experiment and alter your companion further. Whenever you create a Reanimated Companion, the companion now gains two options for Strange Modifications, instead of one. Additionally, when picking options for Strange Modifications, you can also choose from the following options.

Bloated

The companion becomes Large. Whenever it hits a Large or smaller creature with its Dreadful Swipe action, that creature is pushed up to 10 feet away from the companion. Additionally, you can add your Intelligence modifier to the damage dealt by the companion's Death Burst.

Gaunt

The companion's Speed increases to 45 feet, and it gains a Climb Speed equal to its Speed. It can climb difficult surfaces, including along ceilings, without needing to make an ability check. In addition, whenever a creature of your choice starts its turn within a 10-foot Emanation originating from your companion, the creature must succeed on a Wisdom saving throw against your spell save DC or have the Frightened condition until the start of its next turn.

Moist

The companion gains a Swim Speed equal to its Speed, and it can move through a space as narrow as 1 inch without expending extra movement to do so. In addition, whenever the companion is hit by an attack roll from a creature within 10 feet of itself, the attacker takes Acid damage equal to your Intelligence modifier.

Level 15 · Refined Reanimation

You have mastered the science of revivification, granting you the following benefits.

Facilitated Revival

You can cast Raise Dead once without expending a spell slot and without Material components, provided you use Tinker's Tools or another type of Artisan's Tools with which you have proficiency as the Spellcasting Focus. Once you use this feature, you can't use it again until you finish a Long Rest.

Life Transfer

You can siphon the animating magic of your Reanimated Companion to bolster yourself. When you or your companion takes damage, you can take a Reaction to gain a number of Hit Points equal to your companion's current Hit Points. The companion then immediately drops to 0 Hit Points and dies (triggering its Death Burst trait).

Superior Modifications

Whenever you create a Reanimated Companion, the companion now gains three options for Strange Modifications.

Spell list

Cantrips

Level 1

Level 2

Level 3

Level 4

Level 5

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