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Subclasses

Your Specialist is chosen at Level 3 and defines your Artificer's approach to magical invention.

  • Alchemist — Experimental Elixir, Alchemical Savant, Restorative Reagents
  • Armorer — Arcane Armor, Armor Model, Extra Attack (Level 5), Improved Armorer
  • Artillerist — Eldritch Cannon, Arcane Firearm, Explosive Cannon
  • Battle Smith — Battle Ready, Steel Defender, Extra Attack (Level 5), Arcane Jolt

Core Artificer Traits

TRAIT DETAIL
Primary Ability Intelligence
Hit Point Die D8 per Artificer level
Saving Throw Proficiencies Constitution and Intelligence
Skill Proficiencies Choose 2: Arcana, History, Investigation, Medicine, Nature, Perception, or Sleight of Hand
Weapon Proficiencies Simple weapons
Armor Training Light and Medium armor and Shields

Class Features

Progression Overview

LEVEL FEATURE
2 Spellcasting, Replicate Magic Item
3 Subclass
4 Ability Score Improvement
6 Magic Item Tinker
7 Flash of Genius
10 Magic Item Adept
11 Spell-Storing Item

Level 2

Spellcasting The Artificer is a half-caster. You prepare spells from the Artificer spell list each Long Rest, using Intelligence for all spell rolls and DCs. Spell slots begin at Level 2.

ARTIFICER LEVEL SPELL SLOTS
2–4 2 × 1st
5–6 4 × 1st, 2 × 2nd
7–8 4 × 1st, 3 × 2nd
9–10 4 × 1st, 3 × 2nd, 2 × 3rd
11+ 4 × 1st, 3 × 2nd, 3 × 3rd + Bonus

Replicate Magic Item You have learned arcane plans that you use to make magic items.

Creating an Item. When you finish a Long Rest, you can create one or two different magic items.

When you reach 6th and 10th level in this class, the number of magic items you can create at the end of a Long Rest increases to three and four, respectively.

Level 3

You choose an Subclass that defines your area of invention. See Subclasses below.

Level 6

Magic Item Tinker You can replicate more powerful magic items.

Level 7

Flash of Genius When you or a creature you can see within 30 feet of you fails 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 Your Replicate Magic Item now allows you to create up to four magic items per Long Rest.

Level 11

Spell-Storing Item Your growing mastery over infusions and arcane craftsmanship deepens your well of magical power. You gain one additional spell slot of 1st, 2nd, and 3rd level each. These extra spell slots reflect the increased efficiency and stability with which you channel magic through your creations.

Playstyle Notes

The Artificer's daily loop is Replicate Magic Item into Flash of Genius. The item pool (2 items at Level 2, scaling to 4 at Level 10) provides utility that spell slots can't cover — infusions refresh each Long Rest to match what the next session demands. Flash of Genius at Level 7 converts the same Intelligence investment into a Reaction save-booster: when an ally within 30 feet is about to fail a saving throw, your INT modifier can flip the result.

Spell-Storing Item at Level 11 adds a flat expansion to the spell slot pool — additional 1st, 2nd, and 3rd level slots that don't require preparation trade-offs.

Subclass defines the combat identity:

  • Alchemist — Experimental Elixir produces a random potion effect each Long Rest; Alchemical Savant adds INT modifier to healing and damage spells
  • Armorer — Arcane Armor with two distinct models (Guardian melee, Infiltrator stealth/ranged); Extra Attack at Level 5
  • Artillerist — Eldritch Cannon summon provides persistent damage independent of your action; Arcane Firearm adds a bonus die to any spell cast through it
  • Battle Smith — Steel Defender companion acts independently each turn; Arcane Jolt converts hits into healing for allies or bonus damage

Classes, Artificer, Barbarian, Bard, Cleric, Druid, Fighter, Gunslinger, Illrigger, Monk, Monster Hunter, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard

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