The Artificers of Eberron are responsible for many amazing inventions, but none more miraculous than the Warforged


A Magical Crafter and an Inventor of Wonders

Core Artificer Traits

Primary AbilityIntelligence
Hit Point DieD8 per Artificer level
Saving Throw ProficienciesConstitution and Intelligence
Skill ProficienciesChoose 2: Arcana, History, Investigation, Medicine, Nature, Perception, or Sleight of Hand
Weapon ProficienciesSimple weapons
Tool ProficienciesThieves’ Tools, Tinker’s Tools, and one type of Artisan’s Tools of your choice
Armor TrainingLight and Medium armor and Shields
Starting EquipmentChoose A or B: (A) Studded Leather Armor, Dagger, Thieves’ Tools, Tinker’s Tools, Dungeoneer’s Pack, and 16 GP; or (B) 150 GP

Masters of invention, Artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions.

Becoming an Artificer…

As a Level 1 Character

As a Multiclass Character

Artificer Class Features

As an Artificer, you gain the following class features when you reach the specified Artificer levels. These features are listed on the Artificer Features table.

Artificer Features
—Spell Slots per Spell Level—
LevelProficiency BonusClass FeaturesPlans KnownMagic ItemsCantripsPrepared Spells12345
1+2Spellcasting, Tinker’s Magic222
2+2Replicate Magic Item42232
3+2Artificer Subclass42243
4+2Ability Score Improvement42253
5+3Subclass feature422642
6+3Magic Item Tinker532642
7+3Flash of Genius532743
8+3Ability Score Improvement532743
9+4Subclass feature5329432
10+4Magic Item Adept6439432
11+4Spell-Storing Item64310433
12+4Ability Score Improvement64310433
13+5643114331
14+5Advanced Artifice754114331
15+5Subclass feature754124332
16+5Ability Score Improvement754124332
17+67541443331
18+6Magic Item Master8641443331
19+6Epic Boon8641543332
20+6Soul of Artifice8641543332

Level 1: Spellcasting

You have learned how to channel magical energy through objects. See Spellcasting for the rules on spellcasting. The information below details how you use those rules with Artificer spells, which appear in the Artificer Spell List 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 Artificer cantrips 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 Artificer spells. 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 Artificer spells 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.

Level 1: 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:

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. 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 Crafting Equipment page 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.

Magic Item Plans (Artificer Level 2+)
Magic Item Plans (Artificer Level 6+)
Magic Item Plans (Artificer Level 10+)
Magic Item Plans (Artificer Level 14+)
Magic Item PlanAttunement
Armor, +2No
Arrow-Catching ShieldYes
Flame TongueYes
Rare Wondrous Item that isn’t cursed1No
Ring of Free ActionYes
Ring of ProtectionYes
Ring of the RamYes

Level 3: Artificer Subclass

You gain an Artificer subclass of your choice. 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 Improvement

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 6: Magic Item Tinker

Your Replicate Magic Item 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 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 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 Flash of Genius feature.

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 Flash of Genius if you have Attunement to at least one magic item.

Artificer Spell List

This section presents the Artificer spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.

Showing 80 of 80 entries
Spell LevelNameSchoolSpecialSource
Spell Level Cantrip17
CantripAcid SplashEvocationPlayer's Handbook (5.5e)
CantripDancing LightsIllusionCPlayer's Handbook (5.5e)
CantripElementalismTransmutationPlayer's Handbook (5.5e)
CantripFire BoltEvocationPlayer's Handbook (5.5e)
CantripGuidanceDivinationCPlayer's Handbook (5.5e)
CantripLightEvocationPlayer's Handbook (5.5e)
CantripMage HandConjurationPlayer's Handbook (5.5e)
CantripMessageTransmutationPlayer's Handbook (5.5e)
CantripPoison SprayNecromancyPlayer's Handbook (5.5e)
CantripPrestidigitationTransmutationPlayer's Handbook (5.5e)
CantripRay of FrostEvocationPlayer's Handbook (5.5e)
CantripResistanceAbjurationCPlayer's Handbook (5.5e)
CantripShocking GraspEvocationPlayer's Handbook (5.5e)
CantripSpare the DyingNecromancyPlayer's Handbook (5.5e)
CantripThorn WhipTransmutationPlayer's Handbook (5.5e)
CantripThunderclapEvocationPlayer's Handbook (5.5e)
CantripTrue StrikeDivinationMPlayer's Handbook (5.5e)
Spell Level Level 114
Level 1AlarmAbjurationRPlayer's Handbook (5.5e)
Level 1Cure WoundsAbjurationPlayer's Handbook (5.5e)
Level 1Detect MagicDivinationC, RPlayer's Handbook (5.5e)
Level 1Disguise SelfIllusionPlayer's Handbook (5.5e)
Level 1Expeditious RetreatTransmutationCPlayer's Handbook (5.5e)
Level 1Faerie FireEvocationCPlayer's Handbook (5.5e)
Level 1False LifeNecromancyPlayer's Handbook (5.5e)
Level 1Feather FallTransmutationPlayer's Handbook (5.5e)
Level 1GreaseConjurationPlayer's Handbook (5.5e)
Level 1IdentifyDivinationR, MPlayer's Handbook (5.5e)
Level 1JumpTransmutationPlayer's Handbook (5.5e)
Level 1LongstriderTransmutationPlayer's Handbook (5.5e)
Level 1Purify Food and DrinkTransmutationRPlayer's Handbook (5.5e)
Level 1SanctuaryAbjurationPlayer's Handbook (5.5e)
Spell Level Level 222
Level 2AidAbjurationPlayer's Handbook (5.5e)
Level 2Alter SelfTransmutationCPlayer's Handbook (5.5e)
Level 2Arcane LockAbjurationMPlayer's Handbook (5.5e)
Level 2Arcane VigorAbjurationPlayer's Handbook (5.5e)
Level 2BlurIllusionCPlayer's Handbook (5.5e)
Level 2Continual FlameEvocationMPlayer's Handbook (5.5e)
Level 2DarkvisionTransmutationPlayer's Handbook (5.5e)
Level 2Dragon's BreathTransmutationCPlayer's Handbook (5.5e)
Level 2Enhance AbilityTransmutationCPlayer's Handbook (5.5e)
Level 2Enlarge/ReduceTransmutationCPlayer's Handbook (5.5e)
Level 2Heat MetalTransmutationCPlayer's Handbook (5.5e)
Level 2Homunculus ServantConjurationR, MEberron: Forge of the Artificer
Level 2InvisibilityIllusionCPlayer's Handbook (5.5e)
Level 2Lesser RestorationAbjurationPlayer's Handbook (5.5e)
Level 2LevitateTransmutationCPlayer's Handbook (5.5e)
Level 2Magic MouthIllusionR, MPlayer's Handbook (5.5e)
Level 2Magic WeaponTransmutationPlayer's Handbook (5.5e)
Level 2Protection from PoisonAbjurationPlayer's Handbook (5.5e)
Level 2Rope TrickTransmutationPlayer's Handbook (5.5e)
Level 2See InvisibilityDivinationPlayer's Handbook (5.5e)
Level 2Spider ClimbTransmutationCPlayer's Handbook (5.5e)
Level 2WebConjurationCPlayer's Handbook (5.5e)
Spell Level Level 311
Level 3BlinkTransmutationPlayer's Handbook (5.5e)
Level 3Create Food and WaterConjurationPlayer's Handbook (5.5e)
Level 3Dispel MagicAbjurationPlayer's Handbook (5.5e)
Level 3Elemental WeaponTransmutationCPlayer's Handbook (5.5e)
Level 3FlyTransmutationCPlayer's Handbook (5.5e)
Level 3Glyph of WardingAbjurationMPlayer's Handbook (5.5e)
Level 3HasteTransmutationCPlayer's Handbook (5.5e)
Level 3Protection from EnergyAbjurationCPlayer's Handbook (5.5e)
Level 3RevivifyNecromancyMPlayer's Handbook (5.5e)
Level 3Water BreathingTransmutationRPlayer's Handbook (5.5e)
Level 3Water WalkTransmutationRPlayer's Handbook (5.5e)
Spell Level Level 410
Level 4Arcane EyeDivinationCPlayer's Handbook (5.5e)
Level 4FabricateTransmutationPlayer's Handbook (5.5e)
Level 4Freedom of MovementAbjurationPlayer's Handbook (5.5e)
Level 4Leomund's Secret ChestConjurationMPlayer's Handbook (5.5e)
Level 4Mordenkainen's Faithful HoundConjurationPlayer's Handbook (5.5e)
Level 4Mordenkainen's Private SanctumAbjurationPlayer's Handbook (5.5e)
Level 4Otiluke's Resilient SphereAbjurationCPlayer's Handbook (5.5e)
Level 4Stone ShapeTransmutationPlayer's Handbook (5.5e)
Level 4StoneskinTransmutationC, MPlayer's Handbook (5.5e)
Level 4Summon ConstructConjurationC, MPlayer's Handbook (5.5e)
Spell Level Level 56
Level 5Animate ObjectsTransmutationCPlayer's Handbook (5.5e)
Level 5Bigby's HandEvocationCPlayer's Handbook (5.5e)
Level 5Circle of PowerAbjurationCPlayer's Handbook (5.5e)
Level 5CreationIllusionPlayer's Handbook (5.5e)
Level 5Greater RestorationAbjurationMPlayer's Handbook (5.5e)
Level 5Wall of StoneEvocationCPlayer's Handbook (5.5e)

Artificer Subclasses

An Artificer subclass is a specialization that grants you features at certain Artificer levels, as specified in the subclass.

Official Artificer Subclasses

Third Party Artificer Subclasses

Footnotes

  1. You can learn this option multiple times and must select a different item each time; each item selected counts as a different plan. 2 3