The Artificer Class For D&D 5th Edition (5E)

Experts of opening magic in an everyday piece, artificers are preeminent innovators. They consider enchantment to be an intricate framework hanging tight to be decoded and controlled. Artificer 5e use devices to channel arcane power, making impermanent and changeless supernatural articles.

To enchant, an artificer could utilize chemist’s provisions to make a strong mixture, calligrapher’s provisions to write a sigil of intensity on a partner’s protective layer, or tinker’s devices to create a brief appeal. The enchantment of artificers is fixing to their instruments and their gifts.

Artificer 5e

Playtest Material

The Artificer class is introduced for play-testing and to start your creative energy. These amusement mechanics are in the draft structure, usable in your battle however not refined by full diversion improvement. Consequently, it isn’t legitimate in D&D Adventurers League occasions.

In the event that this material is made authority, it will be refined dependent on your criticism, and after that, it will show up in a D&D item that you can open on DDB.

On the off chance that this material isn’t made authority, it will be expelled from DDB following the playtest period and you should supplant it with another alternative.

The Artificer 5E Class Features

Hit Points of an Artificer

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 of an Artificer

Armor: Light armor, medium armor, shields

Weapons: Simple weapons, hand crossbows, heavy crossbows

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 of an Artificer

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

The Table Of an Artifice 5e

Level Proficiency

Bonus

Features

 

Infusions

Known

Infused

Items

Cantrips

Known

—Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Magical Tinkering,  Spellcasting 2 2
2nd +2 Infuse Item 3 2 2 2
3rd +2 Artificer Specialist, Tool Expertise 3 2 2 3
4th +2 Ability Score Improvement 4 2 2 3
5th +3 Arcane Armament 4 2 2 4 2
6th +3 Artificer Specialist Feature 4 3 2 4 2
7th +3 5 3 2 4 3
8th +3 Ability Score Improvement 5 3 2 4 3
9th +4 5 3 2 4 3 2
10th +4 The Right Cantrip for the Job 5 3 3 4 3 2
11th +4 6 4 3 4 3 3
12th +4 Ability Score Improvement 6 4 3 4 3 3
13th +5 6 4 3 4 3 3 1
14th +5 Artificer Specialist Feature 6 4 4 4 3 3 1
15th +5 7 4 4 4 3 3 2
16th +5 Ability Score Improvement 7 5 4 4 3 3 2
17th +6 7 5 4 4 3 3 3 1
18th +6 Spell-Storing Item 7 5 4 4 3 3 3 1
19th +6 Ability Score Improvement 8 5 4 4 3 3 3 2
20th +6 Soul of Artifice 8 5 4 4 3 3 3 2

Artillerist Features

ARTIFICER
LEVEL
FEATURE
3rdTools of the Trade, Artillerist Spells, Arcane Turret
6thWand Prototype
14thFortified Position

Spellcasting Ability

  • Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
  • Spell attack modifier = your proficiency bonus + your Intelligence modifier

Many-Handed Pouch

  • Prerequisite: 4th-level artificer
  • Item: 2–5 pouches

Radiant Weapon

  • Prerequisite: 8th-level artificer
  • Item: A simple or martial weapon

Resistance Armor

  • Prerequisite: 8th-level artificer
  • Item: A suit of armor (requires attunement)

Alchemist Features

ARTIFICER
LEVEL
FEATURE
3rdTools of the Trade, Alchemist Spells, Alchemical Homunculus
6thAlchemical Mastery
14thChemical Savant

Alchemist Spells

Artificer LevelSpell
3rdpurify food and drink, ray of sickness
5thMelf’s acid arrow, web
9thcreate food and water, stinking cloud
13thblight, death ward
17thcloudkill, raise dead

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