Source: Tasha’s Cauldron of Everything / Eberron: Rising from the Last War
Class Table
Level
Prof
Cantrips
Infusions Known
Infused Items
1st
2nd
3rd
4th
5th
Features
1st
+2
2
—
—
2
—
—
—
—
Magical Tinkering, Spellcasting
2nd
+2
2
4
2
2
—
—
—
—
Infuse Item
3rd
+2
2
4
2
3
—
—
—
—
Artificer Specialist, The Right Tool for the Job
4th
+2
2
4
2
3
—
—
—
—
ASI
5th
+3
2
4
2
4
2
—
—
—
Artificer Specialist feature
6th
+3
2
6
3
4
2
—
—
—
Tool Expertise
7th
+3
2
6
3
4
3
—
—
—
Flash of Genius
8th
+3
2
6
3
4
3
—
—
—
ASI
9th
+4
2
6
3
4
3
2
—
—
Artificer Specialist feature
10th
+4
3
8
4
4
3
2
—
—
Magic Item Adept
11th
+4
3
8
4
4
3
3
—
—
Spell-Storing Item
12th
+4
3
8
4
4
3
3
—
—
ASI
13th
+5
3
8
4
4
3
3
1
—
—
14th
+5
4
10
5
4
3
3
1
—
Magic Item Savant
15th
+5
4
10
5
4
3
3
2
—
Artificer Specialist feature
16th
+5
4
10
5
4
3
3
2
—
ASI
17th
+6
4
10
5
4
3
3
3
1
—
18th
+6
4
12
6
4
3
3
3
1
Magic Item Master
19th
+6
4
12
6
4
3
3
3
2
ASI
20th
+6
4
12
6
4
3
3
3
2
Soul 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.
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.
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
Tool Proficiency (Level 3)
Smith’s tools
Battle Ready (Level 3)
Martial weapon proficiency. Use INT instead of STR or DEX for magic weapon attacks and damage.
Steel Defender (Level 3)
Construct companion. Stats:
HP = 2 + INT modifier + 5x artificer level
AC = 15 (natural armor)
Uses your proficiency bonus for attacks, saves, skills
Immune to poison damage, charmed, exhaustion, poisoned condition
Acts on your turn. Must command via bonus action (otherwise Dodge)
Reaction: Deflect Attack — impose disadvantage on attack against creature within 5ft of defender
If destroyed: rebuild during long rest with smith’s tools (1 hour + spell slot)
Battle Smith Spells (always prepared)
Level
Spells
3rd
Heroism, Shield
5th
Branding Smite, Warding Bond
9th
Aura of Vitality, Conjure Barrage
13th
Aura of Purity, Fire Shield
17th
Banishing Smite, Mass Cure Wounds
Extra Attack (Level 5)
Attack twice when taking the Attack action.
Arcane Jolt (Level 9)
When you or Steel Defender hits with a magic weapon: +2d6 force damage OR heal a creature within 30ft for 2d6 HP. Uses = INT modifier per long rest. Increases to 4d6 at 15th.
Improved Defender (Level 15)
Steel Defender’s Deflect Attack deals 1d4 + INT modifier force damage to the attacker.
Arcane Jolt damage/healing increases to 4d6.
Alchemist
Tool Proficiency (Level 3) — Alchemist’s supplies
Alchemist Spells
Level
Spells
3rd
Healing Word, Ray of Sickness
5th
Flaming Sphere, Melf’s Acid Arrow
9th
Gaseous Form, Mass Healing Word
13th
Blight, Death Ward
17th
Cloudkill, 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
Level
Spells
3rd
Shield, Thunderwave
5th
Scorching Ray, Shatter
9th
Fireball, Wind Wall
13th
Ice Storm, Wall of Fire
17th
Cone 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
Level
Spells
3rd
Magic Missile, Thunderwave
5th
Mirror Image, Shatter
9th
Hypnotic Pattern, Lightning Bolt
13th
Fire Shield, Greater Invisibility
17th
Passwall, 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
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 correct, INT for magic weapon attacks