Skip to content

Artificer: The Master Artisan

The Artificer is a master of tools, item theory, and the application of magical resources through mechanical conduits. To an Artificer, magic is not an ephemeral force to be whispered or a bloodline to be tapped—it is a fuel source, a raw energy that can be channeled into gear, gadgets, and weapons to achieve predictable, scientific results.

First and foremost, the Artificer is about Items. While they may eventually tap into the great magic systems of the world (Arcane, Divine, Fae, or Infernal), they do so through the lens of engineering. Their core strength lies in Infusions: temporary enhancements that transform mundane gear into specialized tools of war or utility.

Class Identity: The Artificer is a Martial Base class. At levels 1 and 2, they possess no innate magical power, relying instead on their technical expertise and mechanical enhancements. At level 3, they choose a Specialist path that grants them access to a specific Magic System.

The Artificer Table

Level Proficiency Bonus Features Infusions Known Active Infusions
1st +2 Master of Tools, The Right Tool for the Job - -
2nd +2 Mechanical Enhancements - -
3rd +2 Artificer Specialist, Infusion System 4 2
4th +2 Ability Score Improvement 4 2
5th +3 Extra Attack 6 2
6th +3 Tool Expertise, Resourceful Engineering 6 3
7th +3 Analytical Spark 7 3
8th +3 Ability Score Improvement 7 3
9th +4 Specialist Feature 8 3
10th +4 Magic Item Adept 8 4
11th +4 Spell-Like Storage 9 4
12th +4 Ability Score Improvement 9 4
13th +5 Specialist Feature 10 4
14th +5 Magic Item Savant 10 5
15th +5 Specialist Feature 11 5
16th +5 Ability Score Improvement 11 5
17th +6 Specialist Feature 12 5
18th +6 Magic Item Master 12 6
19th +6 Ability Score Improvement 12 6
20th +6 Soul of the Forge 14 6

Class Features

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, all Arcane Type weapons (wands, staves), firearms (if available)
  • Tools: Thieves' tools, tinker's tools, two types of artisan's tools of your choice
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand.

Master of Tools

At 1st level, you have a preternatural bond with your equipment. You add your proficiency bonus to any check made with a tool you are proficient with, even if the check already includes your proficiency bonus.

The Right Tool for the Job

At 1st level, you can use your tinker's tools to magically (read: scientifically) create a set of artisan's tools you need. This process takes 1 hour and requires 10 gp worth of scrap metal or components. These tools are high-quality but are specifically tuned to you; others have disadvantage when using them.

Mechanical Enhancements

At 2nd level, you begin to apply your technical knowledge to your gear. During a long rest, you can apply one of the following "Mundane Mods" to an item. This mod lasts until your next long rest. - Sharpened Edge/Balanced Grip: +1 to hit with a weapon. - Reinforced Padding: +1 AC to a suit of armor. - Optical Lens: +1 to Perception checks when using these goggles/helmet. - Weighted Core: +1 to damage with a melee weapon.

Infusion System

At 3rd level, your technical prowess allows you to harness magical resources to fuel your creations. You learn to produce two distinct categories of infusions:

  • Instant Infusions: These function like one-off tactical maneuvers or spells. They produce an immediate effect and consume a set amount of your magical resource (Mana, Slots, or Entropy) upon activation. Many Instant Infusions can be Upcast by spending additional resources to scale their power.
  • Sustained Infusions: These are strategic enhancements toggled on during a Long Rest. While a Sustained Infusion is active, it reduces your Maximum Resource Pool (e.g., -2 Max Mana, -1 Spell Slot, or -3 Max Entropy). Sustained Infusions remain active until you finish your next Long Rest or choose to end them. They cannot be upcast.

Management: - Infusions Known: You know a number of Infusions as shown in the Artificer table. - Active Infusions: You can have a number of active infusions (both Instant and Sustained) as shown in your class table. - Compatibility: You can choose from Universal Infusions or those specifically allowed by your Specialist magic system.


Artificer Specialists

1. The Tech Monger (Arcane)

The Tech Monger views magic as a modular power source. They build plasma-based weaponry, energy shields, and drone-like automatons fueled by raw Arcane Mana.

  • Lv 3: Arcane Mana Pool: Gain Arcane Mana (Int Mod * Artificer Level). You use Intelligence for weapon attacks with all Arcane Type weapons or infused weapons.
  • Lv 5: Energy Cell Overload: When you hit with an infused weapon, you can spend 1 Mana as a bonus action to deal an extra 1d8 force damage.
  • Lv 9: Modular Automaton: You build a Tiny or Small mechanical servant. It uses your Mana to take special actions:
    • Pulse Attack: Spend 1 Mana to have the automaton deal 1d10+Int force damage to a target within 30ft.
    • Repair: Spend 1 Mana to heal a construct or object for 2d6+Int.
    • Shield: Spend 1 Mana as a reaction to grant +2 AC to its master.
    • Fine Manipulation: Use a bonus action to have the automaton perform a Sleight of Hand check using your skill bonus and proficiency.
  • Lv 13: Overdrive Mode: As a bonus action, spend 5 Mana to gain advantage on all attacks and +10ft speed for 1 minute.
  • Lv 15: Parallel Infusion: You can have two weapon infusions active on a single item simultaneously.
  • Lv 17: Arcane Singularity: Spend 8 Mana to create a 30ft gravity well that deals 10d10 force damage and restrains targets.

2. The Divine Machine (Divine)

The Divine Machine channels the cold, immutable laws of the universe into physical form. They create runic relics and artifacts that embody celestial order.

  • Lv 3: Divine Channeling: Gain Divine Mana (Daily/Instant Limit system). Tools count as holy symbols.
  • Lv 5: Halo of Industry: While you are wearing infused armor, you may shed 10ft of bright light (toggleable as a free action). Allies in the light gain a +1 bonus to AC.
  • Lv 9: Lawful Construction: Your Infusions that grant bonuses to items also grant resistance to Necrotic and Poison damage while held/worn.
  • Lv 13: Wrath of the Pantheon: Spend 3 Daily Limit to imbue a weapon with the Searing property for 1 minute (extra 2d8 radiant).
  • Lv 15: Living Relic: You no longer need to eat or sleep. You gain resistance to bludgeoning, piercing, and slashing from non-magical sources.
  • Lv 17: Hammer of Judgment: Spend 10 Daily Limit to summon a massive spectral forge hammer to strike a point, dealing 12d8 Radiant/Force damage.

3. The Biomancer / Mutagenist (Fae)

The Biomancer merges engineering with ecology. They "infuse" living tissue, growing organic armor, mutagenic potions, and chimeric limbs through Fae power.

  • Lv 3: Primal Resonance: Gain a Fae Mana pool (half-caster progression, see Mana#Fae Mana (Pool)). You cannot cast spells — Fae Mana powers your Biomancer abilities and infusions only. You gain proficiency in Nature and Animal Handling.
  • Lv 5: Adaptive Evolution: When you take damage, you can spend 1 Fae Mana as a reaction to trigger a defensive mutation:
    • Iron Hide: Regain 2d10 HP and gain resistance to the type of damage just taken for 1 round.
    • Quill Spray: Deal 2d6 piercing damage to all adjacent enemies.
    • Elastic Limbs: Move up to 15ft (no opportunity attacks) and gain +5ft reach until the start of your next turn.
  • Lv 9: Symbiotic Carapace: Your organic infusions grow over the user. An infused creature's Base AC becomes 14 (if not already higher), and they gain a climbing speed and +2 to Athletics checks.
  • Lv 13: Rapid Adaptation: As a bonus action, spend 2 Fae Mana to grant yourself or an ally resistance to one damage type for 1 hour.
  • Lv 15: Chimeric Perfection: Your physical attributes (Str, Dex, Con) all increase by 2 (Max 22).
  • Lv 17: Primal Rebirth: Spend 8 Fae Mana to cast a spell-like version of Regenerate on a creature, or bring them back to life if dead < 1 min.

4. The Fusionist (Infernal)

The Fusionist plays a dangerous game, merging items with the entropic essence of the pit. Their creations are devastating and Warp-tainted, carrying the risk of demonic meltdown.

  • Lv 3: Infernal Tolerance: Use the Entropy system (Con Mod + Level). You gain proficiency in Intimidation.
  • Lv 5: Entropic Discharge: When you hit with a weapon, generate 2 Entropy to deal 2d12 necrotic damage.
  • Lv 9: Warp-Tinker: You can teleport 30ft as a bonus action by generating 1 Entropy. If you use this while attacking, the attack has advantage.
  • Lv 13: Entropic Siphon: When an enemy within 60ft takes damage from one of your infusions, you can use a reaction to generate 2 Entropy and steal some of their vitality, granting an ally within 30ft temporary hit points equal to the damage dealt.
  • Lv 15: Demon-Core Reactor: You can sustain one High Entropy Infusion (An infusion costing 4+ Entropy or carrying persistent risk) without making backlash saves for the first 3 rounds of combat.
  • Lv 17: Directed Meltdown: Unleash all accumulated Entropy in a focused burst. Each point of current Entropy deals 2d12 Force/Necrotic damage (half on save) to all targets in a 60ft cone.

The Artificer Infusion List

Universal Infusions

Available to all Specialists.

Infusion Category Type Level Cost Effect
Enhanced Defense Sustained Buff 2nd -1 Max Grant +1 AC to armor or a shield. Increases to +2 at Lv 10.
Enhanced Weapon Sustained Buff 2nd -1 Max Grant +1 to Attack/Damage. Increases to +2 at Lv 10.
Replicate Item Sustained Utility 2nd Var. Replicate a common magic item (e.g. Bag of Holding, Goggles of Night).
Mind Sharpener Sustained Buff 2nd -1 Max Gain 4 charges to succeed failing a Concentration save.
Boots of Winding Instant Transport 6th 1 Res Teleport 15ft as a bonus action to a space you occupied this turn.
Resistant Armor Sustained Buff 6th -2 Max Grant resistance to one damage type (Acid, Fire, Cold, etc).
Repulsion Shield Instant Debuff 6th 1 Res As a reaction, push an attacker 15ft away.
Radiant Weapon Instant Damage 6th 1 Res As a reaction, blind an attacker until the end of their next turn.
Homunculus Servant Sustained Utility 2nd -1 Max Create a Tiny mechanical servant (as per 5E stats).
Goggles of Night Sustained Utility 2nd -1 Max Grant the wearer Darkvision out to 60 feet.
Winged Boots Sustained Transport 10th -3 Max Grant the wearer a fly speed equal to their walking speed.
Amulet of Health Sustained Buff 14th -4 Max Wearer's Constitution score becomes 19.

Tech Monger Infusions (Arcane)

Requires Arcane Mana.

Infusion Category Type Level Cost Effect
Repeating Shot Sustained Buff 2nd -1 Mana +1 Hit/Dmg; weapon ignores Loading and generates its own ammo.
Kinetic Pulse Instant Damage 2nd 1+ Mana Deal 2d6 Force in 10ft radius. Upcast: +1d6 per Mana.
Energy Shield Instant Buff 3rd 2+ Mana Gain 10 Temp HP as a bonus action. Upcast: +5 Temp HP per Mana.
Modular Logic Sustained Utility 6th -2 Mana Advantage on Investigation/Investigation checks; can use Int for Perc.
Arcane Gauntlet Sustained Damage 14th -4 Mana Gain force-propulsion gauntlets (1d8 Force, Thrown 20/60).
Flash-Cutter Instant Damage 2nd 1+ Mana 30ft line deals 3d6 Lightning. Upcast: +1d6 per Mana.
Gravity Well Instant Debuff 6th 3+ Mana 20ft sphere pulls enemies to center and halves speed.

Divine Machine Infusions (Divine)

Requires Divine Daily/Instant Limit.

Infusion Category Type Level Cost Effect
Runic Ward Sustained Buff 2nd -1 Daily Grant the wearer a +1 bonus to all Saving Throws.
Smite-Core Instant Damage 3rd 1+ Inst Deal 2d8 Radiant on hit. Upcast: +1d8 per Instant Limit.
Glyph of Life Instant Healing 3rd 2+ Inst Heal a creature for 2d6 + Int. Upcast: +1d6 per Instant Limit.
Hallow Armor Sustained Buff 6th -3 Daily Wearer is immune to the Frightened and Charmed conditions.
Truth-Lens Sustained Utility 10th -4 Daily Grant the wearer Truesight out to 30 feet.
Shield of Order Sustained Buff 2nd -1 Daily Bearer has advantage on saves against Charmed/Frightened.
Wrath-Strike Instant Damage 3rd 2+ Inst Next attack deals +3d8 Radiant. Upcast: +1d8 per Inst.

Biomancer Infusions (Fae)

Requires Fae Mana.

Infusion Category Type Level Cost Effect
Potency Mutagen Sustained Buff 2nd -1 Mana One physical stat (Str, Dex, Con) increases by 2 while active.
Needle Spray Instant Damage 3rd 1+ Mana 15ft cone deals 3d6 Poison. Upcast: +1d6 per Fae Mana.
Symbiotic Wing Sustained Transport 6th -2 Mana Grant the wearer a fly speed equal to their walking speed.
Chimeric Flesh Sustained Buff 10th -3 Mana Gain resistance to non-magical B/P/S damage.
Spore-Burst Instant Utility 6th 2+ Mana Creatures in 20ft must save or be Paralyzed for 1 round.
Thorn-Aura Sustained Damage 2nd -1 Mana Attacking the wearer deals 1d4 Piercing back to the attacker.
Verdant Bloom Instant Healing 3rd 1+ Mana All allies in 10ft heal for 1d8 + Int. Upcast: +1d8 per Fae Mana.

Fusionist Infusions (Infernal)

Requires Infernal Entropy.

Infusion Category Type Level Cost Effect
Entropic Edge Sustained Damage 2nd -2 Ent. Weapon ignores resistances; deals an extra 1d4 Necrotic.
Phase-Drive Instant Transport 3rd 2 Ent. Teleport 60ft and make one weapon attack as part of the action.
Warp-Shield Instant Buff 6th 3+ Ent. Reaction: +5 AC against one attack; generate 1 Ent. to teleport.
Soul-Engine Sustained Damage 10th -5 Ent. Creatures starting turn within 10ft take 2d8 Necrotic damage.
Calamity Blast Instant Damage 6th 4+ Ent. 60ft line deals 6d10 Force. Backlash risk increases.
Infernal Engine Sustained Buff 10th -4 Ent. Wearer gains +2 to all Damage rolls; moves 10ft closer to enemies.
Blood-Siphon Instant Damage 2nd 1 Ent. Touch attack deals 2d10 Necrotic; you regain half as HP.