Artificer — Class Reference (2014)

Source: Tasha’s Cauldron of Everything / Eberron: Rising from the Last War Rules Baseline: 2014 2024 Version: See artificer-2024

Class Table (2014)

LevelProfCantripsInfusions KnownInfused Items1st2nd3rd4th5thFeatures
1st+222Magical Tinkering, Spellcasting
2nd+22422Infuse Item
3rd+22423Artificer Specialist, The Right Tool for the Job
4th+22423ASI
5th+324242Artificer Specialist feature
6th+326342Tool Expertise
7th+326343Flash of Genius
8th+326343ASI
9th+4263432Artificer Specialist feature
10th+4384432Magic Item Adept
11th+4384433Spell-Storing Item
12th+4384433ASI
13th+53844331
14th+541054331Magic Item Savant
15th+541054332Artificer Specialist feature
16th+541054332ASI
17th+6410543331
18th+6412643331Magic Item Master
19th+6412643332ASI
20th+6412643332Soul of Artifice

Starting Equipment & Proficiencies

  • Hit Dice: 1d8 per level
  • Hit Points at 1st Level: 8 + CON modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + CON modifier per level after 1st
  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons
  • Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose 2 from: Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
  • Starting Equipment:
    • 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

Level 1

  • Magical Tinkering — Imbue a tiny nonmagical object with one of: 5ft bright light, recorded message (6 sec), continuous odor/sound (10ft), static visual (on surface). Lasts indefinitely. Max objects = INT modifier (minimum 1).
  • Spellcasting — Half-caster using Intelligence. Prepares spells from artificer list. Requires tools as a spellcasting focus.
    • Prepared spells = INT modifier + half artificer level (rounded down, minimum 1)
    • Spell save DC = 8 + proficiency + INT modifier
    • Spell attack = proficiency + INT modifier

Level 2

  • Infuse Item — Learn 4 infusions, can have 2 active simultaneously. Turn nonmagical items into magic items. Infusion ends if you die, infuse a new item over the limit, or voluntarily end it. A single item can bear only one infusion.

Level 3

  • Artificer Specialist — Choose subclass (Alchemist, Armorer, Artillerist, Battle Smith)
  • The Right Tool for the Job — Spend 1 hour to magically produce any set of artisan’s tools (disappears if you make another).

Level 4

  • Ability Score Improvement (or Feat)

Level 5

  • Artificer Specialist feature (varies by subclass; Battle Smith gets Extra Attack)

Level 6

  • Tool Expertise — Double proficiency bonus for any tool check using a proficient tool.
  • Infusions known: 6, active: 3

Level 7

  • Flash of Genius — Reaction: when you or a creature within 30ft makes an ability check or saving throw, add INT modifier to the roll. Uses = INT modifier per long rest.

Level 8

  • Ability Score Improvement (or Feat)

Level 9

  • Artificer Specialist feature

Level 10

  • Magic Item Adept — Attune to 4 items (up from 3). Craft common/uncommon magic items in 1/4 time at half cost.

Level 11

  • Spell-Storing Item — After long rest, store a 1st or 2nd level artificer spell in a weapon or spellcasting focus. Creature holding item can produce the spell’s effect (using your spell save DC). Charges = 2x INT modifier (minimum 2). Lasts until next long rest or you store a different spell.

Level 12

  • Ability Score Improvement (or Feat)

Level 13

  • Spell slots: 4/3/3/1

Level 14

  • Magic Item Savant — Attune to 5 items. Ignore class, race, spell, and level requirements for attunement.

Level 15

  • Artificer Specialist feature

Level 16

  • Ability Score Improvement (or Feat)

Level 17

  • Spell slots: 4/3/3/3/1

Level 18

  • Magic Item Master — Attune to 6 items.

Level 19

  • Ability Score Improvement (or Feat)

Level 20

  • Soul of Artifice — +1 to all saving throws per magic item you’re attuned to. When reduced to 0 HP, can end one of your infusions as a reaction to drop to 1 HP instead.

Battle Smith

Source: Tasha’s Cauldron of Everything / Eberron: Rising from the Last War

A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a steel defender, a protective companion of their own creation.

Tool Proficiency (Level 3)

When you adopt this specialization at 3rd level, you gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Battle Smith Spells (always prepared)

Artificer LevelSpells
3rdHeroism, Shield
5thBranding Smite, Warding Bond
9thAura of Vitality, Conjure Barrage
13thAura of Purity, Fire Shield
17thBanishing Smite, Mass Cure Wounds

Battle Ready (Level 3)

Your combat training and your experiments with magic have paid off in two ways:

  • You gain proficiency with martial weapons.
  • When you attack with a magic weapon, you can use your Intelligence modifier instead of Strength or Dexterity modifier, for the attack and damage rolls.

Steel Defender (Level 3)

Your tinkering has borne you a faithful companion. It’s friendly to you and your companions, and it obeys your commands. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics.

Combat behavior:

  • Shares your initiative count, takes its turn immediately after yours.
  • Can move and use its reaction on its own.
  • Only takes the Dodge action on its turn unless you use a bonus action to command another action.
  • If you are incapacitated, the defender can take any action of its choice.

Repair and revival:

  • Mending cast on it restores 2d6 HP.
  • If it died within the last hour, you can use smith’s tools as an action within 5ft + expend a 1st+ level spell slot to revive it. Returns after 1 minute with all HP restored.
  • After a long rest, you can create a new one with smith’s tools (old one perishes). Also perishes if you die.

Steel Defender Stat Block

Medium construct AC: 15 (natural armor) HP: 2 + your INT modifier + 5 × your artificer level Hit Dice: d8s equal to your artificer level Speed: 40 ft.

STRDEXCONINTWISCHA
14 (+2)12 (+1)14 (+2)4 (-3)10 (+0)6 (-2)

Saving Throws: DEX +1 + PB, CON +2 + PB Skills: Athletics +2 + PB, Perception +0 + PB×2 Damage Immunities: poison Condition Immunities: charmed, exhaustion, poisoned Senses: darkvision 60 ft., passive Perception 10 + (PB×2) Languages: understands the languages you speak Proficiency Bonus (PB): equals yours

Vigilant. The defender can’t be surprised.

Actions:

  • Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.
  • Repair (3/Day). Restore 2d8 + PB hit points to itself or to one construct or object within 5 ft.

Reactions:

  • Deflect Attack. Impose disadvantage on the attack roll of one creature within 5 ft. of the defender, provided the attack targets a creature other than the defender.

Extra Attack (Level 5)

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

Arcane Jolt (Level 9)

When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:

  • The target takes an extra 2d6 force damage.
  • Choose one creature or object you can see within 30 feet of the target. Healing energy restores 2d6 hit points to it.

Uses = INT modifier per long rest (minimum 1), no more than once per turn.

Improved Defender (Level 15)

  • Arcane Jolt damage and healing both increase to 4d6.
  • Steel Defender gains +2 bonus to AC.
  • Whenever the Steel Defender uses Deflect Attack, the attacker takes force damage equal to 1d4 + your INT modifier.

Alchemist

Tool Proficiency (Level 3) — Alchemist’s supplies

Alchemist Spells

LevelSpells
3rdHealing Word, Ray of Sickness
5thFlaming Sphere, Melf’s Acid Arrow
9thGaseous Form, Mass Healing Word
13thBlight, Death Ward
17thCloudkill, Raise Dead

Experimental Elixir (Level 3)

  • After long rest, create free elixirs = INT modifier (minimum 1). Random effect from d6 table. Can also create with 1st+ spell slot (choose effect). Effects: healing (2d4+INT), swiftness (+10ft speed), resilience (+1 AC), boldness (1d4 to attack/saves), flight (10ft fly), transformation (alter self).

Alchemical Savant (Level 5)

  • Spells cast through alchemist’s supplies: +INT modifier to one roll of acid, fire, necrotic, poison damage or HP restored.

Restorative Reagents (Level 9)

  • Cast Lesser Restoration without slot = INT modifier times per long rest. Elixir recipients gain 2d6 + INT temp HP.

Chemical Mastery (Level 15)

  • Resistance to acid and poison; immune to poisoned. Cast Greater Restoration and Heal once each per long rest without slot.

Artillerist

Tool Proficiency (Level 3) — Woodcarver’s tools

Artillerist Spells

LevelSpells
3rdShield, Thunderwave
5thScorching Ray, Shatter
9thFireball, Wind Wall
13thIce Storm, Wall of Fire
17thCone of Cold, Wall of Force

Eldritch Cannon (Level 3)

  • Action or spell slot to create. Choose type each time:
    • Flamethrower — 15ft cone, DEX save, 2d8 fire
    • Force Ballista — Ranged spell attack, 2d8 force, push 5ft
    • Protector — 10ft aura: 1d8 + INT temp HP
  • Bonus action to fire. 1 hour duration. 1 free per long rest, more with spell slots. Small or Tiny.

Arcane Firearm (Level 5)

  • One wand/staff/rod becomes a focus: +1d8 to one damage roll of artificer spells cast through it.

Explosive Cannon (Level 9)

  • Cannon damage increases by 1d8 (3d8 total). Can detonate: 20ft radius, 3d8 force, DEX save.

Fortified Position (Level 15)

  • Create two cannons. Allies within 10ft of cannon have half cover (+2 AC, +2 DEX saves).

Armorer

Tool Proficiency (Level 3) — Heavy armor

Armorer Spells

LevelSpells
3rdMagic Missile, Thunderwave
5thMirror Image, Shatter
9thHypnotic Pattern, Lightning Bolt
13thFire Shield, Greater Invisibility
17thPasswall, Wall of Force

Arcane Armor (Level 3)

  • Turn suit of heavy armor into Arcane Armor. No STR requirement, use as spellcasting focus, can’t be removed against will, replaces missing limbs.

Armor Model (Level 3, choose each rest)

  • Guardian — Thunder Gauntlets: melee, 1d8 thunder, target has disadvantage on attacking others. Defensive Field: bonus action, temp HP = artificer level, uses = proficiency bonus per long rest.
  • Infiltrator — Lightning Launcher: ranged 90ft, 1d6 lightning (+1d6 once per turn). Speed +5ft. Advantage on Stealth.

Extra Attack (Level 5)

Armor Modifications (Level 9)

  • Armor counts as 4 separate items for infusions (chest, boots, helmet, weapon). Can infuse 2 extra items this way.

Perfected Armor (Level 15)

  • Guardian — Reaction: pull creature within 30ft up to 30ft toward you. If ends within 5ft, hit it with Thunder Gauntlets. Uses = proficiency bonus per long rest.
  • Infiltrator — Lightning Launcher: hit target glimmers. Next attack against it has advantage, +1d6 lightning.

Validation Checklist (2014)

  • Magical Tinkering noted
  • Correct cantrips for level
  • Prepared spell count = INT mod + half artificer level (rounded down)
  • Tools used as spellcasting focus
  • Infusions known and active counts correct for level
  • Subclass chosen at Level 3
  • If Battle Smith: Steel Defender HP = 2 + INT mod + 5 × artificer level
  • If Battle Smith: Steel Defender AC = 15 (17 at level 15 with Improved Defender)
  • If Battle Smith: Steel Defender speed = 40ft
  • If Battle Smith: martial weapon proficiency added
  • If Battle Smith: INT used for magic weapon attack AND damage rolls
  • If Battle Smith: Arcane Jolt at 9th (2d6), upgraded at 15th (4d6)
  • Subclass spells listed as always prepared
  • 2 skill proficiencies from class list
  • CON and INT saving throw proficiency
  • Tool proficiencies: thieves’ tools, tinker’s tools, + one artisan’s + subclass tool
  • Proficiency bonus correct for level
  • HP calculated correctly (1d8 + CON per level)
  • Attunement limit correct (3 base, 4 at 10th, 5 at 14th, 6 at 18th)