Class Features
Spellcasting
You have learned how to channel magical energy through objects. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules with Artificer spells, which appear in the Artificer Spell List.
Tools Required. You produce your Artificer spells through tools. You can use Thieves’ Tools, Tinker’s Tools, or another kind of Artisan’s Tools with which you have proficiency as a Spellcasting Focus, and you must have one of those focuses in hand when you cast an Artificer spell (meaning the spell has an M component when you cast it).
Cantrips. You know two Artificer cantrips of your choice. Acid Splash and Prestidigitation are recommended.
Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Artificer cantrip of your choice.
When you reach Artificer levels 10 and 14, you learn another Artificer cantrip of your choice, as shown in the Cantrips column of the Artificer Features table.
Spell Slots. The Artificer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Artificer spells. Cure Wounds and Grease are recommended.
The number of spells on your list increases as you gain Artificer levels, as shown in the Prepared Spells column of the Artificer Features table. Whenever that number increases, choose additional Artificer spells until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Artificer, your list of prepared spells can include six Artificer spells of levels 1 and 2 in any combination.
If another Artificer feature gives you spells that you always have prepared, those don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Artificer spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Artificer spells for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your Artificer spells.
Tinker's Magic
You know the Mending cantrip.
As a Magic action while holding Tinker’s Tools, you can create one item in an unoccupied space within 5 feet of yourself, choosing the item from the following list:
Ball Bearings Flask Pouch
Basket Grappling Hook Rope
Bedroll Hunting Trap Sack
Bell Jug Shovel
Blanket Lamp Spikes, Iron
Block and Tackle Manacles String
Bottle, Glass Net Tinderbox
Bucket Oil Torch
Caltrops Paper Vial
Candle Parchment
Crowbar Pole
See the rules for the item in the Player’s Handbook. The item lasts until you finish a Long Rest, at which point it vanishes.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Replicate Magic Item
You have learned arcane plans that you use to make magic items.
Plans Known. When you gain this feature, choose four plans to learn from the Magic Item Plans (Artificer Level 2+) table. Bag of Holding, Cap of Water Breathing, Sending Stones, and Wand of the War Mage are recommended. Whenever you gain an Artificer level, you can replace one of the plans you know with a new plan for which you qualify.
You learn another plan of your choice when you reach certain Artificer levels, as shown in the Plans Known column of the Artificer Features table. When you choose a plan to learn, you choose it from any Magic Item Plans table for which you qualify; your qualification is based on your Artificer level.
Creating an Item. When you finish a Long Rest, you can create one or two different magic items if you have Tinker’s Tools in hand. Each item is based on one of the plans you know for this feature.
If a created item requires Attunement, you can attune yourself to it the instant you create it. If you decide to attune to the item later, you must do so using the normal process for Attunement.
When you reach certain Artificer levels specified in the Magic Items column of the Artificer Features table, the number of magic items you can create at the end of a Long Rest increases. Each item you create must be based on a different plan you know.
You can’t have more magic items from this feature than the number shown in the Magic Items column of the Artificer Features table for your level. If you try to exceed your maximum number of magic items for this feature, the oldest item vanishes, and then the new item appears.
Duration. A magic item created by this feature functions as the normal magic item, except its magic isn’t permanent; when you die, the magic item vanishes after 1d4 days. If you replace a plan you know with a new plan, any magic item created with the replaced plan immediately vanishes.
If an item that you created with this feature is a container, such as a Bag of Holding, and it vanishes, its contents harmlessly appear in and around its space.
Spellcasting Focus. You can use any Wand or Weapon created by this feature as a Spellcasting Focus in lieu of using a set of Artisan’s Tools.
Artificer Subclass
You gain an Artificer subclass of your choice. A subclass is a specialization that grants you features at certain Artificer levels. For the rest of your career, you gain each of your subclass’s features that are of your Artificer level or lower.
Reanimator
Reanimator Spells
When you reach an Artificer level specified in the Reanimator Spells table, you thereafter always have the listed spells prepared.
Reanimator Spells
Artificer Level Spells
3 False Life, Spare the Dying, Witch Bolt
5 Blindness/Deafness, Enhance Ability
9 Animate Dead, Lightning Bolt
13 Blight, Death Ward
17 Antilife Shell, Raise Dead
Jolt to Life
When you cast Spare the Dying, you can modify the spell so that it sends a jolt of electricity through the target, reviving it. The target regains 1 Hit Point, and each creature in a 10-foot Emanation originating from the target makes a Dexterity saving throw against your spell save DC. On a failed save, the creatures take Lightning damage equal to 1d4 plus half your Artificer level (round up). On a successful save, they take half as much damage.
You can modify the spell this way a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a Long Rest.
Reanimated Companion
Using Tinker’s Tools or another type of Artisan’s Tools with which you have proficiency, you can take a Magic action to create a Reanimated Companion (see the stat block) through the power of necromancy and science. The companion manifests in an unoccupied space within 5 feet of you. You determine the companion’s appearance; your choices don’t affect the companion’s game statistics.
The companion is Friendly to you and your allies and obeys you. It lasts until you finish a Long Rest or until you take a Magic action to dismiss it early, at which point it harmlessly collapses into a pile of viscera. It immediately drops to 0 Hit Points and dies (triggering its Death Burst trait) if you die.
Once you create a companion, you can’t do so again until you finish a Long Rest or expend a spell slot to create one. You can have only one companion at a time and can’t create one while your companion is present.
The Companion in Combat
In combat, the companion acts during your turn. It can move and take its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action. If you have the Incapacitated condition, the companion acts on its own and isn’t limited to the Dodge action.
Reanimated Companion
Small Undead, Neutral
Armor Class: 10 + your Intelligence modifier
Hit Points: HP 4 + four times your Artificer level (the defender has a number of Hit Dice [d6s] equal to your Artificer level)
Speed: Speed 30 ft.
STR (Mod/Save) DEX (Mod/Save) CON (Mod/Save) INT (Mod/Save) WIS (Mod/Save) CHA (Mod/Save)
14 (+2/+2) 10 (+0/+0) 16 (+3/+3) 4 (−3/-3) 10 (+0/+0) 6 (-2/-2)
Necrotic, Poison
Immunities: Lightning; Charmed, Exhaustion, Poisoned
Senses: Blindsight 60 ft.; Passive Perception 10
Languages: Understands the languages you know
Challenge Rating: None (XP 0; PB equals your Proficiency Bonus)
Traits
Death Burst. The companion explodes when it dies. Dexterity Saving Throw: DC equals your spell save DC, each creature in a 10-foot Emanation originating from the companion. Failure: 2d6 Necrotic damage.
Lightning Absorption. Whenever the companion is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt.
Actions
Dreadful Swipe. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d4 + 2 plus your Intelligence modifier Necrotic damage, and the target can’t take Opportunity Attacks until the start of its next turn.
Species Features
Darkvision
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light.
Elven Lineage
You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage.
When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).
(High Elf)
High Elf You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list. 3rd Level: Detect Magic 5th Level: Misty Step
Fey Ancestry
You have Advantage on saving throws you make to avoid or end the Charmed condition.
Keen Senses
You have proficiency in the Insight, Perception, or Survival skill.
Trance
You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Deathless Nature
ou have escaped death, a fact represented by the following benefits:
You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
You have advantage on death saving throws.
You don’t need to eat, drink, or breathe.
You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
Knowledge from a Past Life
ou temporarily remember sporadic glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 and add the number rolled to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Background Features
Magic Initiate: Wizard
Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat).
Level 1 Spell. Choose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.
Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.
Repeatable. You can take this feat more than once, but you must choose a different spell list each time.
Features & Traits