Artificer
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, Firearms
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
You start with the following equipment, in addition to the equipment granted to you by your background:
(a) studded leather armor or (b) scale mailÂ
any two simple weapons
a light crossbow and 20 bolts
thieves' tools, tinker's tools, one type of artisan's tools of your choice, and a dungeoneer's pack
Magical Tinkering
At 1st level, 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 an additional 5 feet.
Whenever tapped by a creature, the 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 indefinitely. 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 exceed your maximum, the oldest property immediately ends, and then the new property applies.
Additionally, you can use your tinker's tools to cast the mending cantrip and the detect magic and identify spells as rituals, without needing any components (except your tinker's tools).
Spellcasting
At 1st level, 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. 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. At 1st level, you know two cantrips of your choice from the arcane 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 gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
Spell Slots. The Artificer table shows how many spell slots you have to cast your spells of 1st level or higher. When you cast a spell, you expend a spell slot. The spell slot spent must be equal to or greater than the level of the spell cast. You regain all expended spell slots on a long rest.
Prepared Spells. You prepare a list of Artificer spells that are available for you to cast, choosing from the Arcane Spell List. You can prepare a number of spells equal to your intelligence modifier + half your Artificer level (rounded down). The spells must be of a level for which you have spell slots. You can change your list of prepared spells on a long rest.
Spellcasting Ability. Intelligence is your spellcasting ability for your Paladin spells.
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.
Infuse Item
At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items. When you gain this feature, you learn 3 infusions from the infusion list. The Infusions Known column of the Artificer table shows when you learn additional Infusions. You cannot learn an Infusion more than once unless specified.
During each long rest, you can spend 1 hour using tinker's tools to replace one Infusion you know with another Infusion of your choice, so long as you meet all of its prerequisites.
Infusing an Object
At the end of a long rest, you can touch a non-magical object with tinker's tools to imbue it with one Infusion you know.
If the Infusion requires attunement, you can attune to the object the instant you infuse it, or you can forgo attunement so another creature can attune to it. To attune to the infused item later, you must follow the normal attunement process.
Your Infusions remain in items indefinitely. If you die, your Infusions vanish from the items after a number of days have passed equal to your Intelligence modifier (minimum 1 day). Infusions vanish immediately if you replace your knowledge of an imbued Infusion by learning another Infusion.
You can infuse multiple objects at the end of each long rest, up to one for each Infusion you know. Each Infusion can be in only one object at a time, and no object can bear more than one Infusion. If you transfer an Infusion to a new object, any previous instance of that Infusion immediately ends.
Tinkers Insight
At 2nd level, your expertise in the art of artifice allows you to bypass normal magic items restriction. You can attune to and use any magic item regardless of any alignment, class, race, or spell requirement.
Arcane Recharge
Starting at 3rd level, during the course of a short rest, you can recover expended spell slots of a combined level equal to your Intelligence modifier. After you do, you must complete a long rest before you can use this feature again. The maximum level of a spell slot you recover this way must be no more than level 3.
At 11th level, you can use this feature to cause one Infused item or magic item you touch to regain any Charges it would normally regain at dawn, in place of regaining spell slots.
Specialization
Also at 3rd level, choose one of the Specializations below that represents the research, inventions, and skill of your Artificer: Alchemist, Armorer, Battle Smith, Enhanced, Forgewright, or Wandslinger.
Ability Score Improvement
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.
Flash of Genius
You can offer potent insight at a moment's notice. Starting at 6th level, when you or a creature who can hear you within 30 feet, makes an ability check or saving throw, you can use your reaction to add your Intelligence modifier to that roll.
You can use this reaction a number of times equal to your Intelligence modifier (a minimum of once), and you regain all of your expended uses when you complete a long rest.
Expert Tinker
There are few who match your skill with mechanical magics. Starting at 7th level, you add double your proficiency bonus to any ability check you make with any tool you are proficient in.
Your expertise also allows you to infuse magic items with Infusions. However, you cannot increase bonuses above +3.
Magic Item Mastery
You have gained a deep understanding of the inner workings of magic items, allowing you greater use of them. Starting at 9th level, you can attune to up to four magic items at once.
The number of magic items you can attune to at one time increases again at 14th level (5), and finally at 18th level (6).
Masterwork Inventions
You imbue a fraction of your own soul into your Infusions and other magic items you use. At 20th level, you gain a +1 bonus to all saving throws for each magic item you are attuned to.
In addition, if you are reduced to 0 hit points but not killed outright, you can instantly end your attunement to one magic item or Infusion, causing you to drop to 1 hit point instead.