Ruleset: TCoE

All rules for the Artificer are written in the rulebook Tasha’s Cauldron of Everything.

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Creating an Artificer

-- Tasha

Artificers invent cutting-edge problems, then try to solve them — loudly and often with collateral damage.

To create an artificer, consult the following subsections, which give you hit points, proficiencies, and starting equipment. Then look at the Artificer table to see which features you get at each level. The descriptions of those features appear in the “Artificer Features” section.

The Artificer

Re-written tables

The table of class features have been re-written to a) make the numbers more pallatable, and b) work around a quirk with Obsidian/Quartz where anchor links doesn’t work properly from within tables.

The numbers table describe the static, numerical upgrades per level, and the list of class features link to the specific features unlocked by hitting certain levels.

Numbers Table

You may need to scroll sideways.

LevelProficiency
bonus
Infusions
known
Infused
items
Cantrips
known
1st2nd3rd4th5th
1st+222
2nd+24222
3rd+24223
4th+24223
5th+342242
6th+363242
7th+363243
8th+363243
9th+4632432
10th+4843432
11th+4843433
12th+4843433
13th+58434331
14th+510544331
15th+510544332
16th+510544332
17th+6105443331
18th+6126443331
19th+6126443332
20th+6126443332

List of Class Features

(See the info blurb at: The Artificer.)

Quick Build

You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the guild artisan background.

Hit Points

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

Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Thieves’ tools, tinker’s tools, one type of artisan tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

The secrets of gunpowder wapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master’s Guide and you artificer has been exposed to the operation of such weapons, your artificer is proficient with them.

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • any two simple weapons of your choice
  • a light crossbow and 20 bolts
  • your choice of studded leather armor or scale mail
  • theives’ tools and a dungeoneer’s pack

If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 x 10 gp to buy your equipment.

Multiclassing and the Artificer

Multiclassing and the Artificer

If your group uses the optional rule on multiclassing in the Player’s Handbook, here’s what you need to know if you choose artificer as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already an artificer.

Proficiencies Granted. If artificer isn’t your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, thieves’ tools, tinker’s tools.

Spell Slots. Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots.

Class features

As an artificer, you gain the following class features, which are summarized in the [Artificer feature list].

Magical Tinkering

1st-level artificer feature

You’ve learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s 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:

  • The object sheds bright light in a 5-foot radius and dim light for another 5 feet.
  • Whenever tapped by a creature, if 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.
  • 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.
  • A static visual effect appears on one of the object’s 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.

The chosen property lasts indefinately. As an action, you can touch the object and end the property early.

You 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 exeed your maximum, the oldest property immediately ends, and then the new property applies.

Spellcasting

1st-level artificer feature

You’ve studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don’t appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.

Tools Required

You produce your artificer spell effects through your tools. You must have a spellcasting focus - specifically thieves’ tools or some kind of artisan’s tool - in hand when you cast any spell with this Spellcasting feature (meaning the spell has an “M” component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player’s Handbook for descriptions of these tools.

After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

Cantrips (0-Level Spells)

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.

When you cain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

Preparing and Casting Spells

The 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’s level or higher. You regain all expended spell slots when you finish a long rest.

You 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.

For 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’t remove it from your list of prepared spells.

You 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 focus: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence 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.

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

Ritual Casting

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Artificer Spell List

Here’s the list of spells you consult when you learn an artificer spell. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell’s name.

Each spell is in the Player’s Handbook, unless it has one asterisk (a spell in chapter 3 [of Tasha’s Cauldron of Everything]) or two asterisks (a spell in Xanathar’s Guide to Everything).

Cantrips (0 level)

  • Acid splash
  • Booming blade*
  • Create bonfire**
  • Dancing lights
  • Fire bolt
  • Frostbite**
  • Green-flame blade*
  • Guidance
  • Light
  • Lightning lure*
  • Mage hand
  • Magic stone**
  • Mending
  • Message
  • Poison spray
  • Prestigitation
  • Ray of frost
  • Resistance
  • Shocking grasp
  • Spare the dying
  • Sword burst*
  • Thorn whip
  • Thunderclap**

1st Level

  • Absorb elements**
  • Alarm (ritual)
  • Catapult**
  • Cure wounds
  • Detect magic (ritual)
  • Disguise self
  • Expeditious retreat
  • Faerie fire
  • False life
  • Feather fall
  • Grease
  • Identify (ritual)
  • Jump
  • Longstrider
  • Purify food and drink (ritual)
  • Sanctuary
  • Snare**
  • Tasha’s caustic brew**

2nd Level

3rd Level

  • Blink
  • Catnap**
  • Create food and water
  • Dispel magic
  • Elemental weapon
  • Flame arrows**
  • Fly
  • Glyph of warding
  • Haste
  • Intellect fortress**
  • Protection from energy
  • Revivify
  • Tiny servant**
  • Water breathing (ritual)
  • Water walk (ritual)

4th Level

  • Arcane eye
  • Elemental bane**
  • Fabricate
  • Freedom of movement
  • Leomund’s secret chest
  • Mordenkainen’s private sanctum
  • Otiluke’s resilient sphere
  • Stone shape
  • Stoneskin
  • Summon construct*

5th Level

  • Animate objects
  • Bigby’s hand
  • Creation
  • Greater restoration
  • Skill empowerment**
  • Transmute rock**
  • Wall of stone

Infuse Item

2nd-level artificer feature

You’ve gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.

Infusions Known

Then you gain this feature, pick four artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s 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. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

Infusing an Item

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magical item. An infusion works only on certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, your 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 the attunement rules in the Dungeon Master’s Guide).

Your infusions remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum 1 day). The infusion also vanishes if you replace your knowledge of the infusion.

You 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 ends, and then the new infusion applies.

If an infusion ends on an item than contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

Artificer Specialist

3rd-level artificer feature

Choose the type of specialist you are: Alchemist, Armorer, Artillerist, or Battle Smith, each of which is detailed after the class’s description. Your choice grants you features at 5th level and again at 9th and 15th level.

The Right Tool for the Job

3rd-level artificer feature

You’ve learned how to produce exactly the tool you need: with thieves’ tools or artisan’s tools in hand, you can magically create one set of artisan’s 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.

Ability Score Improvement

4th-level artificer feature

When you reach 4th level and again at 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’t increase an ability score above 20 using this feature.

Tool Expertise

6th-level artificer feature

Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.

Flash of Genius

Magic Item Adept

Spell-Storing Item

Magic Item Savant

Magic Item Master

Soul of Artifice

Artificer Specialists

Alchemist

Armorer

-- Tasha

Classic artificer logic right here: “What if, when your invention goes explosively wrong, we’re inside it?”

An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer’s 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.

Tools of the Trade

3rd-level Armorer feature

You gain proficiency with heavy armor. You also gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Armorer Spells

3rd-level Armorer feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the [[#Armorer Spells (list)|Armorer Spells [list]]]. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Armorer Spells (list)

  • 3rd level
  • 5th level
    • Mirror image
    • Shatter
  • 9th level
    • Hypnotic pattern
    • Lightning bolt
  • 13th
    • Fire shield
    • Greater invisibility
  • 17th
    • Passwall
    • Wall of force

Arcane Armor

3rd-level Armorer feature

Your metallurgic pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith’s tools in hand.

You gain the following benefits while wearing this armor:

  • If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
  • You can use the arcane armor as a spellcasting focus for your artificer spells.
  • The armor attaches to you and can’t be removed against your will. It also expands to cover you entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.
  • You can doff or don the armor as an action.

The armor continues to be Arcane Armor until you don another suit of armor or you die.

Armor Model

3rd-level Armorer feature

You can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.

Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.

You can change the armor’s model whenever you finish a short or long rest, provided you have smith’s tools in hand.

Guardian

You design your armor to be in the front line of conflict. It has the following features:

Thunder Gauntlets. Each of the armor’s gauntlets counts as a simple melee weapon while you aren’t holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.

Defensive Field. As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Infiltrator

You customize your armor for subtle undertakings. It has the following features:

Lightning Launcher. A gemlike node appears on one of your armored fists or on your chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.

Powered Steps. Your walking speed increases by 5 feet.

Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.

Extra Attack

5th-level Armorer feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Armor Modifications

9th-level Armorer feature

Perfected Armor

15th-level Armorer feature

Artillerist

Battle Smith

Artificer Infusions

Artificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item. The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement.

Some infusions specify a minimum artificer level. You can’t learn such an infusion until you are at least that level.

Unless an infusion’s description says otherwise, you can’t learn an infusion more than once.

Arcane Propulsion Armor

Prerequisite: 14th-level artificer
Item: A suit of armor (requires attunement)

The wearer of this armor gains these benefits:

  • The wearer’s walking speed increases by 5 feet.
  • The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack’s target, then immidiately returns to the wearer and reattaches.
  • The armor can’t be removed against the wearer’s will.
  • If the wearer is missing any limbs, the armor replaces those limbs - hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.

Armor of Magical Strength

Item: A suit of armor (requires attunement)

This armor has 6 charges. The wearer can expend the armor’s charges in the following ways:

  • When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
  • If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.

The armor regains 1d6 expended charges daily at dawn.

Boots of the Winding Path

Prerequisite: 6th-level artificer
Item: A pair of boots (requires attunement)

While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

Enhanced Arcane Focus

Item: A rod, staff or wand (requires attunement)

While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

The bonus increases to +2 when you reach 10th level in this class.

Enhanced Defense

Item: A suit of armor or a shield

A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

The bonus increases to +2 when you reach 10th level in this class.

Enhanced Weapon

Item: A simple weapon or martial weapon

This magic weapon grants a +1 bonus to attack and damage rolls made with it.

The bonus increases to +2 when you reach 10th level in this class.

Helm of Awareness

Prerequisite: 10th-level artificer
Item: A helmet (requires attunement)

While wearing this helmet, a creature has avantage on intiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.

Homunculus Servant

Item: A gem or crystal worth at least 100 gp

You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature’s heart, around which the creature’s body instantly forms.

You determine the homunculus’s appearance. Some artificers prefer mechanical-looking birds, whereas som like winged vials or miniature, animate cauldrons.

The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.

In combat, the homunculus shares your initiative count, but it takes its turn immidiately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.

The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.

Mind Sharpener

Radiant Weapon

Repeating Shot

Item: A simple or martial weapon with the ammunition property (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls mande with it when it’s used to make a ranged attack, and it ignores the loading property if it has it.

If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after if hits or misses a target.

Replicate Magic Item

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table’s title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.

In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making.

Replicable Items

2nd-level Artificer

Magic ItemAttunement
Alchemy jugNo
Bag of holdingNo
Cap of water breathingNo
Goggles of nightNo
Rope of climbingNo
Sending stonesNo
Wand of magic detectionNo
Wand of secretsNo

6th-level Artificer

Magic ItemAttunement
Boots of elvenkindNo
Cloak of elvenkindYes
Cloak of the manta rayNo
Eyes of charmingYes
Gloves of thieveryNo
Latern of revealingNo
Pipes of hauntingNo
Ring of water walkingNo

10th-level Artificer

Magic ItemAttunement
Boots of striding and springingYes
Boots of the winterlandsYes
Bracers of archeryYes
Brooch of shieldingYes
Cloak of protectionYes
Eyes of the eagleYes
Gauntlets of ogre powerYes
Gloves of missile snaringYes
Gloves of swimming and climbingYes
Hat of disguiseYes
Headband of intellectYes
Helm of telepathyYes
Medallion of thoughtsYes
Necklace of adaptationYes
Periapt of wound closureYes
Pipes of the sewersYes
Quiver of EhlonnaNo
Ring of jumpingYes
Ring og mind shieldingYes
Slippers of spider climbingYes
Winged bootsYes

14th-level Artificer

Magic ItemAttunement
Amulet of healthYes
Belt of hill giant strengthYes
Boots of levitationYes
Boots of speedYes
Bracers of defenseYes
Cloak of the batYes
Dimensional shacklesNo
Gem of seeingYes
Horn of blastingNo
Ring of free actionYes
Ring of protectionYes
Ring of the ramYes

Repulsion Shield

Resistant Armor

Returning Weapon

Spell-Refueling Ring

Prerequisite: 6th-level artificer
Item: A ring (requires attunement)

While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can’t be used again until the next dawn.