{"name":"Artificer","overview":"","hitdice":"d8","hitpointsfirstlevel":"8 + your Constitution modifier","hitpointsathigherlevels":"1d8 (or 5) + your Constitution modifier per artificer level after 1st","armorproficiencies":"Light armor, medium armor, shields","weaponproficiences":"Simple weapons","tools":"Thieves' tools, tinker's tools, one type of artisan's tools of your choice","savingthrows":"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:\r\n[ul]\r\n[li]any two simple weapons[\/li]\r\n[li]a light crossbow and 20 bolts[\/li]\r\n[li]your choice of studded leather armor or scale mail[\/li]\r\n[li]thieves\u2019 tools and a dungeoneer\u2019s pack[\/li]\r\n[\/ul]\r\n","spellcasting":"You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don\u2019t appear to be casting spells in a conventional way; you look as if you\u2019re producing wonders using mundane items or outlandish inventions.\r\n\r\n[b]Tools Required[\/b]\r\nYou produce your artificer spell effects through your tools. You must have a spellcasting focus\u2014specifically thieves\u2019 tools or some kind of artisan\u2019s tool\u2014in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way. See chapter 5, \u201cEquipment,\u201d in the Player\u2019s Handbook for descriptions of these tools.\r\n\r\nAfter you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.\r\n\r\n[b]Cantrips (0-Level Spells)[\/b]\r\nAt 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.\r\n\r\nWhen 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.\r\n\r\n[b]Preparing and Casting Spells[\/b]\r\nThe 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\u2019s level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nYou 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.\r\n\r\nFor 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 1st-level or a 2nd-level slot. Casting the spell doesn\u2019t remove it from your list of prepared spells.\r\n\r\nYou 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.\r\n\r\n[quote]\r\nTHE MAGIC OF ARTIFICE\r\n\r\nAs an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you\u2019re using a tool to perform the spell effect. If you cast cure wounds using alchemist\u2019s supplies, you could be quickly producing a salve. If you cast it using tinker\u2019s tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.\r\n\r\nThe same principle applies when you prepare your spells. As an artificer, you don\u2019t study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you\u2019ll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal\u2014perhaps modifying a tool so that it channels heat instead of healing energy.\r\n\r\nSuch details don\u2019t limit you in any way or provide you with any benefit beyond the spell\u2019s effects. You don\u2019t have to justify how you\u2019re using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.[\/quote]\r\n\r\n[b]Spellcasting Ability[\/b]\r\nIntelligence 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.\r\n\r\n[b]Spell save DC[\/b] = 8 + your proficiency bonus + your Intelligence modifier\r\n\r\n[b]Spell attack modifier[\/b] = your proficiency bonus + your Intelligence modifier\r\n\r\n[b]Ritual Casting[\/b]\r\nYou can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.","features":"[h2]Magical Tinkering[\/h2]\r\n\r\nAt 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have tinker\u2019s tools or other artisan\u2019s 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:\r\n[ul]\r\n[li]The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.[\/li]\r\n[li]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.[\/li]\r\n[li]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.[\/li]\r\n[li]A static visual effect appears on one of the object\u2019s 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.[\/li]\r\n[\/ul]\r\nThe chosen property lasts indefinitely. As an action, you can touch the object and end the property early.\r\n\r\nYou 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.\r\n[h2]Infuse Item[\/h2]\r\nAt 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.\r\n\r\n[h3]Infusions Known[\/h3]\r\nWhen you gain this feature, pick four artificer infusions to learn, choosing from the \u201cArtificer Infusions\u201d section at the end of the class\u2019s description. 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.\r\n\r\nWhenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.\r\n\r\n[h3]Infusing an Item[\/h3]\r\nWhenever you finish a long rest, you can touch a non-magical 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\u2019s 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 \u201cAttunement\u201d in chapter 7 of the Dungeon Master\u2019s Guide).\r\n\r\nYour infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.\r\n\r\nYou 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 immediately ends, and then the new infusion applies.\r\n\r\n[h2]Artificer Specialist[\/h2]\r\nAt 3rd level, you choose the type of specialist you are, all of which is detailed at the end of the class\u2019s description. Your choice grants you features at 5th level and again at 9th and 15th level.\r\n\r\n[h2]The Right Tool for the Job[\/h2]\r\nAt 3rd level, you learn how to produce exactly the tool you need: with tinker\u2019s tools in hand, you can magically create one set of artisan\u2019s 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.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen you reach 4th, 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\u2019t increase an ability score above 20 using this feature.\r\n\r\n[h2]Tool Expertise[\/h2]\r\nStarting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.\r\n\r\n[h2]Flash of Genius[\/h2]\r\nStarting at 7th level, you gain 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.\r\n\r\nYou 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.\r\n\r\n[h2]Magic Item Adept[\/h2]\r\nWhen you reach 10th level, you achieve a profound understanding of how to use and make magic items:\r\n[ul]\r\n[li]You can attune to up to four magic items at once.[\/li]\r\n[li]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.[\/li]\r\n[\/ul]\r\n[h2]Spell-Storing Item[\/h2]\r\nAt 11th level, you learn how to 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\u2019t have it prepared).\r\n\r\nWhile holding the object, a creature can take an action to produce the spell\u2019s 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\u2019s 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.\r\n\r\n[h2]Magic Item Savant[\/h2]\r\nAt 14th level, your skill with magic items deepens more:\r\n[ul]\r\n[li]You can attune to up to five magic items at once.[\/li]\r\n[li]You ignore all class, race, spell, and level requirements on attuning to or using a magic item.[\/li]\r\n[\/ul]\r\n\r\n[h2]Magic Item Master[\/h2]\r\nStarting at 18th level, you can attune to up to six magic items at once.\r\n\r\n[h2]Soul of Artifice[\/h2]\r\nAt 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:\r\n[ul]\r\n[li]You gain a +1 bonus to all saving throws per magic item you are currently attuned to.[\/li]\r\n[li]If you\u2019re 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.[\/li]\r\n[\/ul]\r\n","subclasses":"[hr]\r\n[h3]Artificer Specialists[\/h3]\r\nArtificers pursue many disciplines. Here are specialist options you can choose from at 3rd level.\r\n\r\n[hr]\r\n[h1]Abomination Architect[\/h1]\r\nWhat is the greatest insult to life? Few may answer \u201cmy profession\" and the abomination architect is one of them.\r\nCreating a body from mundane ingredients, imbuing it with a soul that can only obey commands and experimenting on the dead, undead and non-dead are just parts of their everyday life. Shunned from society, excommunicated from churches and usually chased by the authorities, an abomination architect's life is never boring.\r\n\r\n[hr]\r\n[h1]@[Aeronaut](article:5d0d09b4-466b-4bb1-abaa-36527c32e1d8)[\/h1]\r\nArtificers have always been known as an eccentric lot,\r\nfocusing on strange niche magical experiments. One of the\r\nstrangest, but consistent, obsessions of artificers has always\r\nbeen mechanical flight. Many have tried, and most have failed,\r\ntheir experiments ending in disastrous explosions,\r\ncatastrophic falls, and deadly failures. Many a perspective\r\nAeronaut has given up on their goals, determining that flight is\r\nnot something they can attain without the aid of magic.\r\nDespite all this, you have focused your work on making this\r\ndream a reality. Through your experiments, you have finally\r\nachieved that lofty goal of the Aeronaut, flight.\r\n\r\n\r\n[hr]\r\n[h1]@[Alchemist](article:2b7d2285-ac54-4283-b988-1c8dd366ee7a)[\/h1]\r\nAn Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.\r\n\r\n[hr]\r\n[h1]@[Architect](article:90943451-4f38-4687-a29f-bfcd28312173)[\/h1]\r\nAn Architect specializes in shelter above all, providing protection and safety on the battlefield. This defending power is valued and sought after by allies - while an Architect is hardly the most versatile or explosive artificer around, they could not be more valuable for the dependability and defense they provide to those they care about.\r\n\r\n[hr]\r\n[h1]@[Archivist](article:d42497c7-8f42-46a3-b4b0-a11479515cb7)[\/h1]\r\nFor centuries chroniclers and librarians have sought the best\r\nway to store vast troves of information. While they were\r\nsatisfied with scrolls, tomes, and books, the first archivists\r\nstrove for something greater, storing libraries worth of\r\ninformation in one solitary object. Thus the first artificial\r\nminds were created.\r\n\r\nAs an archivist, you are on the cutting edge of arcane\r\nadvancement. Like all new breakthroughs, you must be\r\ncareful with who you allow to witness this ability. How will you\r\nuse your fringe ability to create artificial intelligence?\r\n\r\n\r\n[hr]\r\n[h1]@[Armorer](article:a840541a-bf7f-4593-a846-47ea56066502)[\/h1]\r\nAn artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer\u2019s magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.\r\n\r\n[hr]\r\n[h1]@[Artillerist](article:27ac1202-c1ab-481a-83eb-362c941b3c86)[\/h1]\r\nAn Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield.\r\n\r\n[hr]\r\n[h1]@[Atilliator](article:a1072631-9d63-4762-977b-76c6613d1396)[\/h1]\r\nCrossbows might seem like a niche discipline to\r\nwhich to dedicate one\u2019s life, but you appreciate both\r\ntheir revolutionary design and their utility in the face\r\nof complex obstacles. In short, pew pew, twang,\r\nsplat.\r\n\r\n[hr]\r\n[h1]@[Barista](article:fa65baca-f4be-4bfc-a8d0-4cf616240c92)[\/h1]\r\n\r\n[hr]\r\n[h1]@[Battle Smith](article:6dd16c13-a696-46dc-96e6-968ce11c9afe)[\/h1]\r\nArmies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.\r\n\r\n[hr]\r\n[h1]@[Biomancer](article:2a3f31ac-6bb1-4924-9951-53f2f47d5de7)[\/h1]\r\nWhile most artificers are content with mechanical innovation, some see biology, the science of living things, as an area rife with potential. Biomancers are those who use their talents to supplement their own anatomy and create life. Combiningnecromancy and transmutation magic, Biomancers see all living things as prototypes that can be magically evolved.\r\n\r\n[hr]\r\n[h1]@[Bladesmith](article:03a5b059-3b73-4b6a-ae26-ea221dd0344e)[\/h1]\r\n\r\n[hr]\r\n[h1]@[Collisionist](article:6398d8df-c366-4626-bb49-42058d07f252)[\/h1]\r\nCollisionists are an unusual sight amongst artificers, and they\r\nearn their name from their penchant for applying substantial\r\namounts of force at great speeds. Talented demolitionists in\r\ntheir own special way, they act as mobile siege weapons, able\r\nto break front lines as easily as they break the walls of cities\r\nthat would deny them entry.\r\n\r\n[hr]\r\n[h1]@[Composer](article:9b3c89a6-23c0-42c8-9106-86ae18cbdcbd)[\/h1]\r\n\r\nBehind every great musician, every standing ovation, every sold out concert, there is most often Composer who put quill to parchment and penned the notes. These great minds are unlike other bards and entertainers, Composers take a more cerebral approach to music. They are masters of patterns and repetition, and when they apply their analytical minds to a problem it is only a matter of time before they find a solution.\r\nThe signature invention of every Composer is their Musical Apparatus, a totally unique invention of their own design that allows them to produce wondrous musical effects.\r\n\r\n\r\n[hr]\r\n[h1]@[Daggerwright](article:137559af-d401-4327-b0fc-8fd2bf351b01)[\/h1]\r\nA Daggerwright is a crafter who is intent on the perfection of a single dagger and nothing more. They put heart and soul into the edge. Among artificers, members of this subclass are combat-focused, keen to test the perfection of their work.\r\n\r\n[hr]\r\n[h1]@[Dungeoneer](article:0c855ff9-8d66-404e-bd3b-c8b8a8bd0e2b)[\/h1]\r\nWhile most artificers iterate on one invention, Dungeoneers use their know-how to weaponize mundane objects. Trusted to safeguard untold riches and powerful artifacts, these slick inventors use basic adventuring gear to construct defensive traps, puzzles, and structures that can repel all but the most hardy and determined adventurers and marauders.\r\n\r\n[hr]\r\n[h1]@[Firescrapper](article:d3e1839e-7ee2-4fe2-9a31-3e657a01c337)[\/h1]\r\nAs the name implies, firescrappers specialize in the use of\r\npyromantic magic. They are quite unlike wizardly pyromancers,\r\nhowever, as they use this magic to become powerful front-line\r\nfighters rather than back-line mages. In the Last War, efforts of\r\nfirescrappers turned the tides of many a battle, and they were\r\nhighly valued assets of many different armies. Since the war\u2019s\r\nconclusion, the demand for these artificers has decreased\r\ndramatically, but there are still many that learn and pass on the\r\ntechniques of this specialization.\r\n\r\n[hr]\r\n[h1]@[Gemologist](article:a147b57c-2092-4845-892b-4e6105b8ec4e)[\/h1]\r\nA Gemologist is a master of crafting jewelery for protection,\r\nespecially that which utilises crystals and gems as forms of\r\nstoring or channeling energy. They are capable of refracting\r\nlight and other power sources into a much more potent form,\r\nor as a way to redirect harmful effects.\r\n\r\n[hr]\r\n[h1]@[Iron Rider](article:3afff2b9-f572-4253-b056-abc7f7463ff4)[\/h1]\r\nBeing an iron rider is more than a profession; it's a calling. Its\r\nsiren song is heard in the roar of an engine, the howl of the\r\nwind, and the screaming of your blood. Using your\r\ntechnological know-how, you have constructed a vehicle\r\nunlike any other, one that isn't just transport, but a\r\ncompanion. Many of these vehicles talk, providing advice and\r\ncompany, and all of them can act under their own will. An\r\niron rider's engine is an invention, yes, but it is also a partner.\r\nTogether, they perform daring feats of speed, dangerous\r\nstunts that risk it all.[blocklink:464988]\r\n\r\n[hr]\r\n[h1]@[Lightslinger](article:9d33a9a5-394b-443c-923c-bf6f1cf3725d)[\/h1]\r\nA Lightslinger learns how to harness magical, radiant energy and\r\nput it to use in their weaponry. These artificers create complex\r\nmachines that channel and focus light, turning that energy into\r\npowerful beams that can sear their foes. These machines come in\r\nmultiple varieties, each with a distinct purpose and common\r\nname. The aurum blaster is the generalist weapon, and also the\r\nmost defensive weapon, considering its common pairing with a\r\nshield. The bolt shooter is a long range weapon, capable of\r\noutranging longbows and taking out targets with powerful,\r\nfocused blasts. The lux cannon is a short ranged weapon, capable\r\nof hitting multiple foes at once.\r\nThough lightslingers were relatively uncommon in the time of\r\nthe Last War, those that did exist made versatile combatants that\r\nwere an asset to any army. Capable both as front-line soldiers and\r\nback-line artillery, these artificers are well respected warriors.\r\n\r\n[hr]\r\n[h1]@[Mason](article:40a5a4f1-fac5-4aa8-ace3-86a0904fcb0a)[\/h1]\r\nThere are entire guilds of artificers dedicated to\r\ncreating secure and enhanced structures using their\r\narcane skills in combination with classic masonry\r\ntechniques. Some of these masons specialized even\r\nfurther, creating small stone golems as mobile vessels\r\nfor spells. These masons were soon deployed as part of\r\nthe war effort, where they learned to create even more\r\npowerful constructs.\r\n\r\nA master mason can create multiple golems, each\r\ncapable of harnessing, capturing, and redirecting\r\narcane energy, making them potent focuses for the\r\nartificer\u2019s spells. Those unfamiliar with the masons\r\noften find their understanding of magic completely\r\ncompromised when in the presence of a master mason\r\nand their creations.\r\n[hr]\r\n[h1]@[Phytomancer](article:467b9c94-150e-429e-99d5-d106c48d9ba0)[\/h1]\r\nA phytomancer has a keen interest and affinity with the plants of the natural world. They know how to make things grow hale and healthy, and can even inspire a specially prepared plant to animate and do their bidding for a short time.\r\n\r\nA phytomancer might be employed as a gardener to a wealthy patron, creating order from chaos, or prefer a life of solitude, delighting in the seasonal changes of the natural world.\r\n\r\n[hr]\r\n[h1]@[Plumber](article:fa2c5922-7418-4ac6-802d-e0a63c8acff1)[\/h1]\r\nThe plumbing profession is somewhat more\r\ndangerous in fantasy worlds than others. Sewer\r\nmonsters. Valve demons. Squeaky toilet mimics.\r\nMen who won\u2019t put the toilet seat down. It requires\r\na particular set of skills, and a pragmatic approach to\r\nwading in waste.\r\n\r\n[hr]\r\n[h1]@[Tattoosionist](article:40022c7a-2fad-4532-a559-f128ef68a0b2)[\/h1]\r\nThe name \u201ctattoosionist\u201d is initially misleading: it comes\r\nfrom their ability to create tattoos that shift and animate\r\nupon their skin, for example a snake slithering around an\r\narm. But this is no illusion: there is a very real snake\r\ninside their arm, and it can do far more than slither\r\naround. Tattoosionists are psionic artificers that\r\nabandon their labors upon unliving items, instead using\r\nalchemical inks and their own body as their workshop,\r\nanimating the images upon their skin and use them for\r\nanything they desire- as a third hand, moving heavy\r\nobjects, pulling a wagon-cart, even self-defense.\r\n\r\nTattoosionists take pride in their artistry and\r\nindividuality, and prefer clothing and armor that allows\r\nthem to display portions of their labors, although you\r\nquite literally never know what they might have hidden\r\nup their sleeve.","tabledata":"","tags":"Artificer,Classes","isShared":"on","templateId":"25","blockId":"414365","world":"5f6f92f6-d12b-4dad-9ea7-eabcd38bb19c","folder":""}