5e24:Artificer
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
- Gain all the traits in the Core Artificer Traits table.
- Gain the Artificer’s level 1 features, which are listed in the Artificer Features table.
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
| 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:
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
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
- 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
- Cite error: Invalid
<ref>tag; no text was provided for refs namedua24eu↑ - Wizards RPG Team. SRD 5.2 (5e 2024) (2025-04-22). Wizards of the Coast. Licensed: CC-BY. ↑
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