5e24:Artificer

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Artificer exists in other D&D editions see:

Artificer (disambiguation).

5e Pointer  + 
Eberron Forge of the Artificer
A pointer is a short summary that points to published material.

This material is posted under the fair use clause of copyright law.
The Unofficial Description and any notes are licensed CC-BY-SA.

Caution should be taken in editing this page.

Artificer is a class in 5th edition (2024).

Introduction

Summary: Artificers utilize channel their magic through objects.


Core Artificer Traits

Core Artificer Traits  [1] 
Primary Ability Intelligence
Hit Point Die D8 per Artificer level
Saving Throw Proficiencies Constitution and Intelligence
Skill Proficiencies Choose any 2 Arcana, History, Investigaiton, Medicine, Nature, Perception, or Sleight of Hand
Weapon Proficiencies Simple Weapons
Tool Proficiencies Choose Thieves' Tools, Tinker's Tools, and one type of Artisan's Tools of your choice
Armor Training Light and Medium Armor and Shields
Starting Equipment Choose A or B: (A) Studded Leather Armor, Dagger, Thieves' Tools, Tinker's Tools, Dungeoneer's Pack, and 16 GP; or (B) 150 GP


Becoming an Artificer

As a Level 1 Character

As a Multiclass Bard

  • Gain the following traits from the Core Artificer Traits table: Hit Point Die, proficiency with Tinker's Tools, proficiency in one skill of your choice from the Artificer's Skill list, and training with Light and Medium armor and Shields.
  • Gain the Artificer’s level 1 features, which are listed in the Artificer Features table. See the Multiclassing rules to determine your available Spell Slots, adding half your Artificer levels (round up).

Artificer Features

Artificer Features[1]
Level Proficiency
Bonus
Features Plans Known Magic Items Cantrips Prepared Spells Spell Slots per Spell Level
1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Tinker's Magic 2 2 2
2nd +2 Replicate Magic Item 4 2 2 3 2
3rd +2 Artificer Subclass 4 2 2 4 3
4th +2 Ability Score Improvement 4 2 2 5 3
5th +3 Subclass feature 4 2 2 6 4 2
6th +3 Magic Item Tinker 5 3 2 6 4 2
7th +3 Flash of Genius 5 3 2 7 4 3
8th +3 Ability Score Improvement 5 3 2 7 4 3
9th +4 Subclass feature 5 3 2 9 4 3 2
10th +4 Magic Item Adept 6 4 3 9 4 3 2
11th +4 Spell-Storing Item 6 4 3 10 4 3 3
12th +4 Ability Score Improvement 6 4 3 10 4 3 3
13th +5 6 4 3 11 4 3 3 1
14th +5 Advanced Artifice 7 5 4 11 4 3 3 1
15th +5 Subclass feature 7 5 4 12 4 3 3 2
16th +5 Ability Score Improvement 7 5 4 12 4 3 3 2
17th +6 7 5 4 14 4 3 3 3 1
18th +6 Magic Item Master 8 6 4 14 4 3 3 3 1
19th +6 Epic Boon 8 6 4 15 4 3 3 3 2
20th +6 Soul of Artifice 8 6 4 15 4 3 3 3 2

Spellcasting

1st level [1] 


Summary: Can cast Template:5e24ls through objects (see Spellcasting).

Tools Required. Artificer cast spells through tools (Thieves' Tools, Tinker's Tools, or another set of Artisan's Tools that you have proficiency as a Spellcasting Focus.

Cantrips. You know two Artificer cantrips. Each Long Rest, you can replace one of your cantrips with another. Gain additional cantrips at level 10 and 14.

Spell Slots. You have a number of spell slots (for level 1+ spells). You regain used slots at the end of a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells. The number of spells are shown in the Prepared Spells column of the Artificer Features table. If another Artificer feature gives you spells that are always prepared, those don’t count against this limit and count as Artificer spells for you. At the end of a Long Rest, you can change your list of prepared spells.

Spellcasting Ability. Intelligence is your spellcasting ability for your Artificer spells.

Tinker's Magic

1st level [2] 
Summary: You know the Mending cantrip.

As a Magic action using Tinker's Tools, you can create one item from the following list:

The item vanishes at the end of a Long Rest. This feature can be used a number of times equal to your Intelligence modifier (min. 1) between Long Rests.

Replicate Magic Item

2nd level [1] 
Summary: You have learned arcane plans that you use to make magic items.

Plans Known. You have the plans for 4 Magic Item Plans. When you gain an Artificer level, you can replace one plan for another. The number of plans you know increases with levels (see he Artificer Features table)..

Creating an Item. At the end of a Long Rest, you can create two magic items using Tinker's Tools. If the magic item needs Attunement you are attuned to it (or use normal Attunment process later). The number of magic items you can create increases with Artificer level (see Artificer Features table). If you exceed the maximum number of magic items created by this feature, the oldest one vanishes.

Duration. When you die, the magic item vanishes in a number of days. If you replace a plan, any magic item created with that plan vanishes. If the magic item is a container, its contents harmlessly appear in and around its space when it vanishes.

Spellcasting Focus. Any Wand or Weapon created by this feature can be used as a Spellcasting Focus in stead of Artisan’s Tools.

Magic Item Plans (Artificer Level 2+)
Magic Item Plan Attunement
Alchemy Jug No
Bag of Holding No
Cap of Water Breathing No
Common magic item that isn’t a Potion, a Scroll, or cursed (you can learn this option multiple times and must select a different item each time; each item selected counts as a different plan) Varies
Goggles of Night No
Manifold Tool Yes
Repeating Shot Yes
Returning Weapon No
Rope of Climbing No
Sending Stones No
Shield +1 No
Wand of Magic Detection No
Wand of Secrets No
Wand of the War Mage +1 Yes
Weapon +1 No
Wraps of Unarmed Power +1 No
Magic Item Plans (Artificer Level 6+)
Magic Item Plan Attunement
Armor +1 No
Boots of Elvenkind No
Boots of the Winding Path Yes
Cloak of Elvenkind Yes
Cloak of the Manta Ray No
Dazzling Weapon Yes
Eyes of Charming Yes
Eyes of Minute Seeing No
Gloves of Thievery No
Helm of Awareness No
Lantern of Revealing No
Mind Sharpener Yes
Necklace of Adaptation Yes
Pipes of Haunting No
Pipes of Haunting No
Repulsion Shield No
Ring of Swimming} No
Ring of Water Walking No
Sentinel Shield No
Self-Refueling Ring Yes
Wand of Magic Missiles No
Wand of Web Yes
Wand of Warning Yes
Magic Item Plans (Artificer Level 10+)
Magic Item Plan Attunement
Armor of Resistance Yes
Dagger of Venom No
Elven Chain no
Ring of Feather Falling Yes
Ring of Jumping]] Yes
Ring of Mind Shielding Yes
Shield +2 No
Uncommon Wondrous Item that isn’t cursed (you can learn this option multiple times and must select a different item each time; each item selected counts as a different plan) Varies
Wand of the War Mage +2 Yes
Weapon +2 No
Wraps of Unarmed Power +2 No
Magic Item Plans (Artificer Level 14+)
Magic Item Plan Attunement
Armor +2 No
Arrow-Catching Shield Yes
Flame Tongue Yes
Rare Wondrous Item that isn’t cursed (you can learn this option multiple times and must select a different item each time; each item selected counts as a different plan) Varies
Ring of Free Action Yes
Ring of Protection Yes
Ring of the Ram Yes

Artificer Subclass

3rd level [1] 
Summary: You gain a Artificer subclass.

List of Artificer Subclasses

6 official and unofficial subclasses.

Subclass Features Flags License Source
Alchemist Tool Proficiency, Alchemist Spells, Experimental Elixir, Alchemical Savant, Restorative Reagents, Chemical Mastery Noncanon, Pointer, UA Fair Use UA2024 Artificer
Armorer Tools of the Trade, Armorer Spells, Arcane Armor, Armor Model, Extra Attack, Armor Replication, Perfected Armor Noncanon, Pointer, UA Fair Use UA2024 Artificer
Artillerist Tool Proficiency, Artillerist Spells, Eldritch Cannon, Arcane Firearm, Explosive Cannon, Fortified Position Noncanon, Pointer, UA Fair Use UA2024 Artificer
Battle Smith Tool Proficiency, Battle Smith Spells, Battle Ready, Steel Defender, Extra Attack, Arcane Jolt, Improved Defender Noncanon, Pointer, UA Fair Use UA2024 Artificer
Cartographer Tool Proficiency, Cartographer Spells, Adventurer's Atlas, Scouting Gadgets, Portal Jump, Ingenious Movement, Superior Atlas Noncanon, Pointer, UA Fair Use UA 2025 Eberron Updates
Reanimator Reanimator Spells, Jolt to Life, Reanimated Companion, Strange Modifications, Improved Reanimation, Promethean Reanimation Noncanon, Pointer, UA Fair Use UA 2025 Horror Subclasses

Ability Score Improvement

4th, 8th, 12th, 16th level [1][3] 
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.

Magic Item Tinker

6th level [1] 
Summary: Your Replicate Magic Item feature gains the following options.

Charge Magic Item. As a Bonus Action, you can recharge a magic item you created with Replicate Magic Item that uses charges. You expend a spell slot to regain charges equal to the slot level.

Drain Magic Item. Once per Long Rest, use a Bonus Action to destroy a nearby magic item that you created with Replicate Magic Item to gain a spell slot. The slot level is determined by the rarity of the item you destroy.

Transmute Magic Item. Once per Long Rest, as a Magic action, transform one nearby magic item (you made with Replicate Magic Item) into a different magic item for which you have a plan.

Flash of Genius

7th level [1] 
Summary: A number of times per Long Rest, use a Reaction when you or an Creature fails an ability check or a saving throw, add a bonus based on your Intelligence to the roll possibly succeeding.

Magic Item Adept

10th level [1] 
Summary: Attune to up to four magic items.

Spell-Storing Item

11th level [1] 
Summary: You can store a level 1-3 spell in a weapon or spellcasting focus. The spell can't be one that consumes a Material component.

A number of times per Long Rest, use a Magic action to trigger the spell from it.

Advanced Artifice

14th level [1] 
Summary: Gain the following benefits.

Magic Item Savant. Can attune to up to five magic items.

Refreshed Genius. Regain a use of Flash of Genius when you finish a Short Rest.

Magic Item Master

18th level [1] 
Summary: Attune to up to six magic items.

Epic Boon

19th level [1] 
Summary: Gain an Epic Boon or another feat.

Soul of Artifice

20th level [1] 
Summary: Your replicated magic items gain new uses:

Cheat Death. If you’re reduced to 0 Hit Points but not killed outright, destroy replicated magic items to instead gain Hit Points.

Magical Guidance. At the end of a Short Rest, regain all uses of Flash of Genius.

Sources and Notes

  1. Wizards RPG Team. Eberron Forge of the Artificer (5e 2024) (2025-12-09). Wizards of the Coast. Licensed: © Wizards of the Coast (used under 'fair use' clause). 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13
  2. Cite error: Invalid <ref> tag; no text was provided for refs named ua24eu
  3. Wizards RPG Team. SRD 5.2 (5e 2024) (2025-04-22). Wizards of the Coast. Licensed: CC-BY.

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