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    Artificer 5e – Class guide

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    Artificer class in D&D 5e: Crafting your way to victory

    If you’re a fan of Dungeons & Dragons 5th edition, you may have come across the Artificer class. This class offers a unique playstyle that combines magic with technology, allowing players to create and use magical items in new and exciting ways. In this article, we’ll explore the Artificer class in detail, from its history and lore to its abilities and features. Whether you’re a seasoned player or new to the game, you’ll find plenty of useful information here to help you create the ultimate Artificer character.

    What is an Artificer in D&D 5e?

    The Artificer class is a unique addition to the D&D 5e world. Artificers are craftsmen who use their knowledge of magic and technology to create magical items and artifacts. They are masters of invention and can imbue their creations with powerful enchantments, making them valuable assets in combat and everyday life. Artificers are often seen as eccentric inventors, tinkering with gadgets and gizmos in their workshops to create the next great invention.

    Artificer Lore: History and Background

    The history of the Artificer class can be traced back to previous editions of D&D, where they were first introduced as a prestige class. However, in D&D 5e, the Artificer class was officially introduced in the Eberron: Rising from the Last War sourcebook. In this book, players can learn more about the Artificer’s history and background in the world of Eberron.

    In the world of Eberron, Artificers are highly valued for their ability to create magical items and artifacts. They are often employed by governments, organizations, and individuals who need their skills. Artificers can be found all over the world, from the bustling cities of Sharn to the remote wilderness of the Eldeen Reaches.

    Class Features

    As an artificer, you gain the following class features.

    Hit Points

    Hit Dice: 1d8 per artificer level
    Hit Points at 1st Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st

    Proficiencies

    Armor: Light armor, medium armor, shields
    Weapons: Simple weapons
    Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice
    Saving Throws: Constitution, Intelligence
    Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

    Equipment

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

    • any two simple weapons
    • a light crossbow and 20 bolts
    • (a) studded leather armor or (b) scale mail
    • thieves’ tools and a dungeoneer’s pack
    Optional Rule: Firearm Proficiency

    The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master’s Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.

    Magical Tinkering

    At 1st level, you’ve learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

    • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
    • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
    • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
    • A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

    The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

    You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

    Spellcasting

    You’ve studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don’t appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.

    Tools Required

    You produce your artificer spell effects through your tools. You must have a spellcasting focus – specifically thieves’ tools or some kind of artisan’s tool – in hand when you cast any spell with this Spellcasting feature (meaning the spell has an “M” component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player’s Handbook for descriptions of these tools.

    After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

    Cantrips (0-Level Spells)

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

    When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

    Preparing and Casting Spells

    The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell’s 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 spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

    For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

    You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

    Spellcasting Ability

    Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an 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 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 spell as a ritual if that spell has the ritual tag and you have the spell prepared.

    Infuse Item

    At 2nd level, you’ve gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.

    Infusions Known

    When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

    Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

    Infusing an Item

    Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master’s Guide).

    Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.

    You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.

    If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

    Artificer Specialist

    At 3rd level, you choose the type of specialist you are. Your choice grants you features at 5th level and again at 9th and 15th level.

    Specialty Source
    Alchemist Tasha’s Cauldron of Everything
    Eberron: Rising from the Last War
    Armorer Tasha’s Cauldron of Everything
    Artillerist Tasha’s Cauldron of Everything
    Eberron: Rising from the Last War
    Battle Smith Tasha’s Cauldron of Everything
    Eberron: Rising from the Last War

    The Right Tool for the Job

    At 3rd level, you’ve learned how to produce exactly the tool you need: with thieves’ tools or artisan’s tools in hand, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

    Ability Score Improvement

    When you reach 4th level, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

    Tool Expertise

    At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.

    Flash of Genius

    At 7th level, you’ve gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

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

    Magic Item Adept

    When you reach 10th level, you achieve a profound understanding of how to use and make magic items:

    • You can attune to up to four magic items at once.
    • If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

    Spell-Storing Item

    At 11th level, you can now store a spell in an object. 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 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn’t have it prepared).

    While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. 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.

    Magic Item Savant

    At 14th level, your skill with magic items deepens more:

    • You can attune to up to five magic items at once.
    • You ignore all class, race, spell and level requirements on attuning to or using a magic item.

    Magic Item Master

    Starting at 18th level, you can attune up to six magic items at once.

    Soul of Artifice

    At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:

    • You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
    • If you’re reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.

    Artificer 5e Subclasses: Choosing Your Path

    In D&D 5e, Artificers have access to three subclasses, each with its unique abilities and features. The subclasses are:

    • Alchemist
    • Artillerist
    • Battle Smith

    The Alchemist subclass focuses on creating magical elixirs and potions, making them valuable healers and support characters. The Artillerist subclass specializes in creating magical turrets that can be used in combat, while the Battle Smith subclass is a more melee-focused subclass that can create magical weapons and armor.

    Artificer 5e Abilities and Features

    As an Artificer, you’ll have access to a variety of unique abilities and features that set you apart from other classes. Some of the most notable abilities and features include:

    Infusions

    One of the most significant features of the Artificer class is the ability to infuse magic into mundane items. As an Artificer, you can imbue objects such as weapons, armor, and tools with magical properties, granting them unique abilities and powers. Infusions can be changed out during a long rest, allowing you to tailor your equipment to the challenges you’ll face.

    Spellcasting

    Artificers are half-casters, meaning they have access to a limited number of spells. However, they make up for this with their unique spellcasting ability. Artificers don’t use spell slots like other spellcasters. Instead, they have a pool of spell points that they can use to cast spells. This allows Artificers to be more flexible with their spellcasting, using their points to cast spells at a higher level or cast multiple spells in a single turn.

    Tool Expertise

    Artificers are skilled craftsmen, and they have expertise with various tools and instruments. This proficiency extends to magical items as well, allowing Artificers to create, modify, and repair magical items with ease.

    Artificer Specialist Spells

    Each Artificer subclass has its unique set of specialist spells. These spells are always prepared and don’t count against the number of spells you can have prepared at any given time. Specialist spells are typically themed around the subclass’s focus, such as the Alchemist’s focus on healing and support spells.

    Magical Tinkering

    Artificers can use their magical tinkering ability to imbue small objects with minor magical effects. These effects can be simple, such as causing an object to emit light or create a faint odor, or more complex, such as creating a message that can be heard only by a specific creature.

    Artillerist’s Turret

    The Artillerist subclass can create magical turrets that can be used in combat. These turrets can be used to deal damage, provide cover, or even heal allies. Turrets can be modified with different attachments, allowing them to be tailored to specific combat situations.

    Alchemist’s Elixir

    The Alchemist subclass can create magical elixirs that can heal, buff, or debuff targets. Elixirs can be used as a bonus action and are incredibly versatile, allowing the Alchemist to adapt to the challenges of combat quickly.

    Thunder Cannon

    The Battle Smith subclass can create a magical weapon called a Thunder Cannon. This weapon deals massive amounts of damage, but it requires time and resources to create.

    Creating an Artificer Character

    Creating an Artificer character can be a fun and rewarding experience. Here are some tips for creating your own Artificer:

    Race Selection

    Any race can be an Artificer, but some races are better suited to the class than others. Races with bonuses to Intelligence or Dexterity are ideal, such as Gnomes or Halflings.

    Ability Scores

    As an Artificer, Intelligence should be your primary ability score. Dexterity and Constitution are also important, as they will help you in combat and keep you alive.

    Skill Selection

    Artificers have a wide range of skills to choose from, but some are more useful than others. Skills such as Arcana, Investigation, and Perception are essential for an Artificer, as they will help you identify and analyze magical items.

    Equipment

    Artificers start with a variety of tools and instruments, including a set of artisan’s tools and a set of tinker’s tools. Additionally, they start with a small amount of gold that they can use to purchase additional equipment.

    Infusions and Spells

    Choosing the right infusions and spells is crucial for an Artificer. Infusions can be used to enhance weapons, armor, and other equipment, while spells can be used to heal, buff, or debuff targets in combat. It’s essential to choose infusions and spells that complement your playstyle and the needs of your party.

    Artificer in Combat: Tips and Strategies

    In combat, the Artificer can be a versatile and powerful ally. Here are some tips and strategies for making the most of your abilities in combat:

    Using Your Turret

    If you’re playing as an Artillerist, your turret can be a valuable asset in combat. Use it to deal damage to enemies or provide cover for allies. Remember to modify your turret with different attachments depending on the situation.

    Utilizing Your Infusions

    Infusions can be used to enhance weapons and armor, making them more powerful and versatile. Use your infusions strategically to give yourself an edge in combat.

    Choosing the Right Spells

    As an Artificer, you have access to a limited number of spells, so it’s essential to choose the right ones for the situation. Focus on spells that heal, buff, or debuff targets, and be sure to use your spell points wisely.

    Roleplaying an Artificer: Personality and Backstory

    Artificers can be eccentric inventors or skilled craftsmen, and they often have a unique perspective on the world. When roleplaying an Artificer, think about their motivations and goals. Are they driven by a desire to create new inventions, or do they seek to uncover the mysteries of magic and technology? Consider their backstory, too. Did they train under a master Artificer, or did they discover their abilities through experimentation?

    Artificer 5e FAQs

    What races make good Artificers?

    Any race can be an Artificer, but races with bonuses to Intelligence or Dexterity are ideal, such as Gnomes, Halflings, or Elves.

    Can Artificers use magic items?

    Yes, Artificers can use magic items, and they can also create their own magical items using their Infusions ability.

    Can Artificers multiclass?

    Yes, Artificers can multiclass with any other class, although some combinations may be more effective than others.

    What role does an Artificer play in a party?

    Artificers can fill a variety of roles in a party, depending on their subclass and the spells and infusions they choose. They can be support characters, healers, or damage dealers.

    How do Infusions work?

    Infusions allow Artificers to imbue magical properties into mundane objects, such as weapons or armor. Infusions can be changed out during a long rest.

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