This is a full rework of the Artificer class
M = Unchanged from base rules
M = Optional rule
M = Level at which a feature changes
Hit Dice: 1d8 per artificer level
Hit Points at 1st Level: 3d8 (or 15) + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st
Armor: Light, Medium, Shields
Saving Throws: Constitution, Intelligence
Skills (Choose 2): Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
Weapons: Simple
Tools: Thieves' tools, Tinker's tools, one type of artisan's tools of your choice. You add twice your proficiency bonus to any check made with your tools
Choose your specialization from the options below, which describes the discipline you focus on. your choice grants you features when you choose it at 1st level and again at later levels as well as additional specialty spells, known as Artisan spells.
Starting at 1st level, whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If an infusion has a level requirement you must have that many Artificer levels to choose it.
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Spellcasting modifier (minimum of 1 day).
The maximum number of Infusions you can bestow 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 immediately ends, and then the new infusion applies.
Focus
Some infusions require Focus. When you infuse the item you choose who the item is Focused for, you can only Focus one item for a creature at a time. Only the creature who you Focused the item for can use the item’s magical properties.
Note: If an item you infused uses a spell save DC or Intelligence score, such as an Infused Wand of Staff, it uses your Intelligence score or Spell save DC regardless of who uses it.
lvl - Max Infusions - Cantrips Known
1st - 1 - 0
2nd - 2 - 2
3rd - 3 - 2
4th - 3 - 2
5th - 5 - 2
6th - 5 - 2
7th - 5 - 2
8th - 5 - 2
9th - 7 - 2
10th - 7 - 3
11st - 7 - 3
12nd - 7 - 3
13rd - 9 - 3
14th - 9 - 4
15th - 9 - 4
16th - 9 - 4
17th - 11 - 4
18th - 11 - 4
19th - 11 - 4
20th - 11 - 4
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 chapter 5, “Equipment” 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
At 1st level, 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 gain 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 half-caster 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 focuses: 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 or feature 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 Spellcasting ability modifier
Spell attack modifier = your proficiency bonus + your Spellcasting ability 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.
| Spell Slots per Spell level |
lvl - 1st - 2nd - 3rd - 4th - 5th - 6th - 7th - 8th - 9th
2nd - 2 - - - - - - - -
3rd - 3 - - - - - - - -
5th - 4 - 2 - - - - - - -
7th - 4 - 3 - - - - - - -
9th - 4 - 3 - 2 - - - - - -
11th - 4 - 3 - 3 - - - - - -
13th - 4 - 3 - 3 - 1 - - - - -
15th - 4 - 3 - 3 - 2 - - - - -
17th - 4 - 3 - 3 - 3 - 1 - - - -
19th - 4 - 3 - 3 - 3 - 2 - - - -
Starting at 2nd level, you can empower the effects of magical items at the risk of causing a meltdown.
You have a pool of D8s called Overcharge Dice. Every time an effect causes you to add additional dice to your pool you immediately roll them all. If you roll a 15 or higher you trigger a Meltdown, rolling once on the Meltdown table below. When you finish a short rest you can remove a number of dice equal to your proficiency bonus from the pool, and when you finish a long rest rest you remove all dice from your pool.
You start knowing 2 Overcharge effects.
Charge Attack. When you see a friendly creature within 60ft of you hit with a magic weapon, you can use your reaction to add a number of Overcharge Dice to your pool up to your proficiency bonus and cause the attack to deal an extra 1d10 acid, fire or lightning damage for each die added.
Empower Defense. When you see a friendly creature wearing magical clothes, shields, or armor within 60ft of you take damage, you can use your reaction to add a number of Overcharge Dice to your pool up to your proficiency bonus and reduce that damage by 1d10 for each die added.
When you reach certain levels in this class shown on the artificer table above, your threshold increases. (30 at 5th level, 45 at 9th level, 60 at 13th level, and 75 at 17th level)
1-10
Catastrophic Failure
The Meltdown causes the Overcharged creature to explode. Roll all your Overcharge Dice. Each creature within a 15ft radius sphere centered on the Overcharged creature must make a Dexterity Saving Throw, taking damage equal to the roll on a failure, or half as much on a success. If you were overcharging from an infused item, it loses its infused magical properties until you finish a short or long rest.
You cannot use any Overcharge feature again until you complete a short or long rest.
11-50
Emergency Failsafe
You cannot use any Overcharge feature again until you complete a short or long rest.
51-70
Shutdown
You remove a number of dice from your Overcharge pool equal to your proficiency bonus.
You cannot use any Overcharge feature again until you complete a short or long rest.
71-90
Overclock
You remove a number of dice from your Overcharge pool equal to your proficiency bonus. Roll them and gain a bonus depending on what you were overcharging.
Empower Defense. Reduce the damage taken by the roll.
Charge Attack. Add damage of the same type as you chose to the attack equal to the roll.
Subclass Feature. Gain temporary hit points equal to the roll. These add on to any temporary hit points gained by the feature.
You cannot use any Overcharge feature again until you complete a short or long rest.
91-100
Miraculous Recovery
You remove a number of dice from your Overcharge pool equal to your proficiency bonus.
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Starting at 5th level, you can take the Magic action multiple times on your turn. You gain a second Action on your turn that can only be used to take the Magic Action. You can only activate each magic item once on each of your turns, and may only use the Cast a Spell action once on each of your turns.
You can use the Magic Action to activate the magic in items held by your allies. Choose one friendly creature within 60 feet of you. They may immediately activate one magic item they are carrying as if they had used the Magic Action on it themselves. If they are holding a magic weapon, they can instead make one weapon attack. If they are holding an arcane focus, they can instead cast one Cantrip. You can only target each creature with this effect once on each of your turns.
Starting at 6th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Spellcasting modifier to the roll.
You can use this feature a number of times equal to your Spellcasting modifier (minimum of once). You regain all expended uses when you finish a long rest.
Starting at level 9 you can Focus up to 2 infusions on each creature rather than 1.
Starting at level 11 you gain a third action that can only be used to take the "Use a Magic Item" action. You can use both of your extra actions to activate any magic items that you have infused that are within 60 feet of you, even if you are not its focus or are not holding it. You cannot use the same magic item twice in one turn.
Starting at level 14 you can Focus up to 3 infusions on each creature rather than 2.
Starting at level 18 you can Focus up to 4 infusions on each creature rather than 3.
Upon reaching level 20, you gain a fourth action that can only be used to take the Use a Magic Item action. You can activate any magic item that you have infused this way that is within 90 feet of you, even if you are not its focus or are not holding it. You cannot use the same magic item twice in one turn.