Artificer, 2nd Variant (5e Class)
From D&D Wiki
Artificer (Ebberon 3.5 Adaptation)
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.
It is also made in response to the absolutely insulting wizard tradition of the same name found in the Unearthed Arcana article pertaining to Eberron.
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.
- A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak.
- A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.
- A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway.
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters.
The Structure of Magic
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.
Experimentation and Understanding
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.
Creating an Artificer
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: detect magic, disguise self, and shield of faith.
As a Artificer you gain the following class features.
- Hit Points
Armor: light armor, shields
Weapons: All simple weapons
Tools: Choose three types of Artisan's tools, or two types of Artisans tools and Thieves tools.
Saving Throws: Intelligence, Constitution
Skills: Choose two from: Arcana, History, Investigation, Medicine, and Religion.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a scholar’s pack or (b) an explorer’s pack
- Leather armor, any simple weapon, and one set of artisan’s tools
|1st||+2||Infusions(2), Item Creation, Spellcasting||Common||special||2||1||1|
|4th||+2||Ability Score Improvement, Item Schema||Common||4||3||2||2|
|8th||+3||Ability Score Improvement||Uncommon||8||5||2||4|
|9th||+4||Artificer Tradition Feature||Rare||9||6||2||5|
|12th||+4||Ability Score Improvement||Rare||12||7||3||5|
|13th||+5||Artificer Tradition Feature||Very Rare||13||8||3||5|
|16th||+5||Ability Score Improvement||Very Rare||16||9||3||5|
|17th||+6||Artificer Tradition Feature||Legendary||17||10||4||5|
|19th||+6||Ability Score Improvement, Natural Attunement||Legendary||19||11||4||5|
The hallmark ability of an Artificer is the power to craft useful magic items.
The Artificer may craft any magic item for which they have a Schema.
In addition to this, each artificer learns specific items which they may craft without the need of a Schema.
The artificer begins play with knowledge of the formula of every common quality magic item in the DMG, plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: Potion of healing*, Spell scroll*, Potion of climbing*, Potion of greater healing, Driftglobe. Your DM may choose to allow you to exchange the knowledge of one or more of these item formula for knowledge of other common quality items found in other sourcebooks.
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table.
Crafting magical items is normally a lengthy process, and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.
Magic items which specifically reproduce the effects of a specific spell will also require the spell in question to be cast at least once during the creation process, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled into the item. The spell may be cast either by the artificer himself, or by one of those characters acting as an assistant to him.
Normal Crafting Costs
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)
|Item||Item Value||Cost to Craft||Time to Craft||Aproximately||Highest Level Spell Scroll|
|Rare||500-5,000gp||2,500gp||25 days||1 month||5|
|Very Rare||5,000-50,000gp||25,000gp||250 days||8 months||8|
|Legendary||50,000-500,000gp+||250,000gp||2500 days||7 years||9|
- Additional workers can reduce these craft times dramatically. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.
- As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.
- In most cases an artificer should never be allowed to learn the formula's for a Manual of Bodily Health, Manual of Gainful Exercise, Manual of Quickness of Action, Tome of Clear Thought, Tome of Leadership and Influence, or Tome of Understanding. These items grant single use permanent duration effects that the DM should guard closely.
Starting at 4th level, the artificer may craft schema for any magic item they know the formula for, or which they currently have on hand. Crafting a Schema costs one hundredth the cost of crafting the item, and requires one week to complete.
Any spellcasting character which possesses a Schema may craft the corresponding magic item, so long as they meet the minimum level requirement for the item's rarity. Crafting an item using a schema has a cost in gold equal to equal to 100% of the maximum price of such an item (or double the cost an artificer would normally pay). The benefit of schemas, of course being that they allow the crafting of items you do not strictly know. For this reason may artificers, and other characters, go to great lengths to acquire as many schema as they can.
You have a natural knack for making magic items work. You ignore all class and race requirements on the use of magic items.
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical.
The artificer table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level.To cast one of your spells you must expend a spell slot. You regain all expended spell slots when you finish a long rest or short. For example, when you are 5th level, you have two 3rd level spell slots. To cast the 1st level spell Detect Magic you must spend one of those slots, and you cast it as a 3rd level spell.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the artificer spell list.
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. Each of these spells must be of a level for which you have spell slots, as shown in the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the artificer spells you know and replace it with another spell from the artificer spell list, which also must be of a level for which you have spell slots.
Intelligence is your spellcasting ability for your artificer spells. You use your Intelligence modifier whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a artificer spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + you Intelligence modifier
- Spell attack modifier = your proficiency bonus + your Intelligence modifier
You can cast any artificer spell you know as a ritual if that spell has the ritual tag.
|Spell Level||Class Spells|
|1||Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith|
|2||Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter|
|3||Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk|
|4||Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin|
|5||Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone|
Infusions are the everyday magic of an artificer, far more than actual spells are. Infusions tend to be quite simple in their effect, and in general will do one of only 3 things:
- mimic the effects of a cantrip, casting it again and again
- mimic or improve the effect of a low level spell
- change the way a spell or magic item works
Using an infusion, unless otherwise noted, is a touch ranged effect, requiring a standard action, and the expenditure of a spell slot of 1st level or higher. An Artificer begins play with knowledge of 2 infusions of their choice, and learns addition infusions when noted in the class table. Any time the artificer is noted as learning a new infusion, they may choose instead to learn the next level of effect of an infusion they already know.
Identify does not require the use of a spell slot or any material component or focus. The artificer may tell if an item is magical simply by touching it. Additionally, after handling or closely observing an item for 10 or more minutes, they learn the properties of that item as though they had cast identify on it.
An item held by the artificer gains properties similar to a Driftglobe, for 24 hours. Any character holding the item may cause it to cast the Light cantrip targeting itself, or may dismiss the effect of that cantrip. Either option requires an action. When a spell slot above 1st level is used, one additional item may be effected, granting the same properties as the first, for each spell level used above 1st.
The artificer produces the effect of the Mending cantrip on a touched item, as well as instantly restoring 1d8 hit points to that item. When a spell slot above 1st level is used, for each spell level used above 1st, the damage repaired increases by 1d8, and the Artificer may either mend an additional break in the item, or double the size of the break that can be mended. This infusion also works on creatures of the Construct type.
The artificer enchants two stones, causing them to be paired for 8 hours. So long as the infusion lasts, any creature holding one of the stones may cast the Message cantrip, targeting the holder of the other stone. For every spell slot used above 1st level, the range of the Message cantrip also doubles, becoming 240ft at 2nd level, 480ft at 3rd level, etc.
- Bonded Spell
Any time the Artificer would cast a spell targeting a creature, they may choose to instead infuse the spell in an item. If the artificer chooses to do so, until the spell's duration ends, any creature which wields or wears the infused item is effected as though they were the target of the spell.
If the item is put down, or given to another creature, then the effect on the previous creature immediately ends, though if the spell's duration permits, the infused item could then effect another creature which wears or wields the item.
- Emergency Scroll:
The artificer expends a spell slot, to create a spell scroll for any spell of any class. The spell level of the scroll is the same as the level of the spell slot used. If the scroll is not used within 10 minutes, it becomes useless trash.
In order to successfully create such a scroll, the artificer must make an intelligence check, against a DC equal to 10 plus the spell's level. Failure indicates that the Artificer takes 2d4 force damage and is knocked prone by magical backlash, but no spell slot is expended, and the attempt may be made again the following round.
- This infusion may be learned up to twice.
- The second time it is learned, the infusion may be used as a bonus action. Additionally, the artificer may add their proficiency bonus on the intelligence check.
- Fiery Weapon:
At the cost of a 1st level spell slot, The artificer may infuse a single melee weapon with the cantrip green flame blade, causing that weapon to automatically cast that spell on itself, as a 1st level caster, once per round, for the next 1 minute.
If a 3rd or 4th level slot is used, green flame blade is cast as though by a 5th level spellcaster, and if 5th level slot is used it is cast as though by a 10th level spellcaster.
- Spell Bomber
The Artificer may choose to intentionally craft a spell or item incorrectly, causing it to explode. The item created by this infusion acts as a thrown weapon with a range of 30 feet. on impact, all creatures in a 5 foot radius must make a reflex save or take 2d4 force damage.
For each spell slot used above 1st, the artificer may either produce an additional bomb, or increase the damage of dealt by 2d4, for all of the bombs produced.
- Improved Attunement
This infusion may not be learned at level one.
The Artificer may Attune to an item in 1 hour's time, and may have a maximum of 5 magic items attuned at a given time.
- This Infusion may be learned up to three times.
- The second time it is learned, the artificer may attune to an item in 1 minute's time, and may have a maximum of 7 magic items attuned at a given time.
- The third time it is learned, the artificer may attune to items instantly, and is automatically considered attuned to any magic item he holds, which requires attunement.
- Item of Spell Storing
This infusion may not be learned at level one.
The artificer enchants an item to absorb and store the next spell cast on it. To do so, the artificer must expend a spell slot. For the next one minute any spellcaster touching the effected item may choose to cast their spell into it, having none of that spell's effects to occur; instead, the spell transfers to the item, being stored for up to 8 hours (after which time if the spell is not used, it dissipates harmlessly and is wasted).
The stored spell must use a spell slot equal to or lower than the level of the spell slot used by the artificer creating the infusion. A single item may contain only one spell from this infusion.
Any creature holding the item thereafter can use an action to activate the spell, given they have an intelligence score of at least 6. The spell is cast using the original casters spellcasting ability, and targets are chosen by the creature holding the item.
- This infusion may be learned up to twice. The second time it is learned, the artificer must choose between 2 variants:
- spell absorbing item - once the artificer infuses the item to absorb a spell, the next spell cast on it within 10 minutes (rather than 1 minute) is automatically absorbed, as though the caster intended to cast the spell into the item. For example, a shield could be infused this way, and used to block a lightning bolt spell, and later re-cast it.
- efficient spell storing - The stored spell must use a spell slot equal to or lower than half the artificer's artificer level (rather than the level of the spell slot used by the artificer for the infusion).
- Restore Charges
This infusion may not be learned at level one.
If the artificer holds a magic item capable of producing the effect of a spell, the Artificer may spend their action, and a spell slot of level equal to or greater than the level of the spell effect produced, in order to restore charges to the magic item.
When the artificer takes this action, the item regains a number of charges equal to what it would normally spend in order to produce the spell effect in question. This infusion cannot be used to raise an item above its normal maximum number of charges, or to restore charges to a single use item, such as a spell scroll.
At 2nd level, choose any two tools you are proficient in. Any time you are required to make an ability check in conjunction with either of the chosen tools you may add double your proficiency bonus to the roll.
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.
Magic Rings cannot be changed to be anything other than magical rings.
Retain Essence/Dweomer Recovery
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost counted as progress towards the completion of one or more items the Artificer is currently crafting.
At 10th level, The Artificer selects an infusion he/she already knows, which is able to be learned multiple times, and learns that infusion an additional time.
If the Artificer knows no infusions which are able to be learned additional times, he learns a new infusion which can be.
At 18th level, the Artificer's intimate familiarity with magic, and magical equipment allows him to gain the benefits of most any item intuitively. The artificer learns the Improved Attunement infusion, or advances it to the next rank of effectiveness if he already has it. Alternatively, the artificer may learn a different infusion, if they already possess rank 3 of Inproved Attunement.
At 20th level the Artificer has learned to apply multiple enchantments to a single item. Essentially, the Artificer may create a single object which functions as two different types of magic item.
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.
If an item created this way would grant a numeric bonus, such as a bonus to attack rolls, those bonuses overlap, rather than stacking. For example, a +1 weapon, which was also a +3 weapon, would only count as a +3 weapon (not a +4 weapon).
Alchemist, Battlesmith, Construct Master, Spellwright
Tradition of the Alchemist
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far.
The alchemist may expend spell slots to produce temporary use potions. Any of the following potions may be produced at the cost of one 1st level spell slot:
- Alchemists Fire
- Healing potion
- Oil of Sliperiness
A 2nd level or higher slot may be used either to produce more potions, or stronger potions. For every spell level above 1st, the alchemist may either produce an additional potion of the same type, or cause the 1st potion to take effect as though an additional dose had been used. For example, an alchemist who expends a 3rd level slot to produce healing potions could either create 3 potions healing 2d4+1 each, or one potion which heals 6d4+3 when used.
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.
In addition the alchemist adds all of the above items to the list of items he/she may craft.
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Personal range potions must be drank to provide a benefit, while touch ranged potions may be used as thrown or splash weapons. Creating such a potion requires 1 day, and has a cost according to the following table.
|Spell level||Cost to Craft Potion|
Up to once per long rest, as an action, the Alchemist may produce a concoction of legendary benefit or disaster. He may produce any of the following 4 potions. If the Legendary Flask is not used within 1 minute of its creation, it is wasted:
- Sovereign Glue
- Universal Solvent
- Mutagen: Drinker is effected as though Tenser's Transformation and Alter Self were cast on them. The effects of both spells last for 10 minutes.
- Bottled Ooze: may be thrown up to 30 feet to produce 1d6-1 creatures of the same type, from the following list—Gibbering Mouther, Gelatinous Cube, Orchard Jelly, Fungus (Gas Spore). The produced creature(s) are indifferent to you and each attacks the nearest creature (friend or foe) which was not created by this effect. There is a 10% chance that the produced creatures are permanent, otherwise they dissolve away (die) after 10 minutes.
At 17th level, the Alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast Polymorph Any Object.
Tradition of the Battlesmith
Tools of the Trade At 3rd level and higher, the battlesmith is treated as proficient with all Martial weapons.
Additionally, a battlesmith knows the formula for +1/+2/+3 Weapons and Armor, Mithril Armor, Dwarven Plate, Dragon Scale Mail, and weapon of warning, assuming they are of a level high enough to craft items of those rarities (these items, likewise, do not count against the number of item formula the Artificer may know, though the requisite materials must be available).
At 3rd level, the battlesmith learns the Fiery Weapon infusion. If they already know that infusion, they may learn a different infusion of their choice.
Unlike an other artificer who uses this infusion, a battlesmith may choose the type of damage that their "fiery" weapon will deal. This choice must be made when the infusion is first created, and continues for its duration. The damage types the battlesmith may choose from are: Fire, Cold, Poison, Thunder, Lightning.
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).
At 13rd level, the Battlesmith learns to infuse any hand held weapon with eldritch power, shaping that power to whichever effect they feel they need at the time.
At the end of any long rest, the artificer may designate a single weapon they touch to gain the properties of one of a list of special weapons described in the DMG. Any being may wield this weapon, though its magic lasts only 24 hours or until the Artificer completes another long rest.
The weapon may gain properties mimicking one of the following weapon types:
|Dagger of Venom||(Rare)|||
|Dwarven Thrower||(Very Rare)|||
|Frost Brand||(Very Rare)|||
|Mace of Disruption||(Rare)|||
|Mace of Smiting||(Rare)|||
|Sword of Wounding||(Rare)|||
Any pre-existing magical qualities the effected weapon may have had are superseded by the effect of this power, and Combat Infusion does not stack with Fiery Weapon or Elemental Blade. Despite this, any weapon may be used, and gain the qualities of any of the listed items.
For example, a club could gain the fire damage and igniting ability of a Flame Tongue, or a Battleaxe could gain the poisoning effect of a Dagger of Venom.
By 17th level, the Battlesmith has become intimately familiar with the tools of warfare. He may use his Combat Infusions ability up to once per short rest.
As an added benefit, when the Battlesmith uses their Combat infusions ability, the pre-existing magical qualities the effected weapon are no longer suppressed.
Tradition of the Construct Master (under review for change/removal)
At 3rd level, a Construct Master learns to imbue life into the objects he crafts. Assuming he is of a high enough level to craft items of their rarity, the construct master may product the following constructs and magic items:
|Animated armor||(Rare, Construct)|
|Dancing Sword||(Very Rare, Item)|
|Figurines of Wondrous Power||(Varies, Item)|
|Flying Sword||(Uncommon, Construct)|
|Rope of Entangling||(Rare, Item)|
|Rug of Smothering||(Rare, Construct)|
When a Construct is created, it may must be created A)Loyal to the Construct Master, B)Loyal to a designated NPC (not another PC), or C)With a pre-defined set of instructions which cannot be altered ("Guard this room" is sufficiently simple for an intelligence 1 construct).
Constructs Loyal to a specific character will follow that character’s verbal commands, but otherwise act independently. A Single Character may maintain up to 5 constructs which are loyal to him/her.
The designs for other types of constructs may be learned in place of magic item formula. The DM has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.
At 3th level a construct master learns to infuse additional power into one of their servants, granting them a number of unique benefits.
- Add your proficiency bonus to the Favored servant's AC.
- The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.
- Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).
At the end of any short rest you may change which of your servants receives these benefits.
Twice per short rest, the artificer of 9th level may spend an action to animate a single touched object (or part of an item) of Tiny to Large size, as though using the Animate Objects spell (PHB213). Such items remain animated for up to 10 minutes, and obey all verbal commands from the artificer.
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one step greater in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.
At 17th level, the construct master may craft golems, as though using a Golem Manual (DMG180).
Tradition of the Spellwright
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know.
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it.
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.
- Personal Scrolls
- When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.
- Extra Scrolls
- When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:
|Spell level||Cost to Scribe Scroll|
At 9th level, the Spellwright learns one of the following infusions of their choice: Emergency Scroll, Bonded Spell, Item of Spell Storing, or Restore Charges.
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the Contingency spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect. The Spellwright may have a maximum of 3 Contingent Spells crafted at any given time.
Various other schools of thought exist among the ranks of artificers. If you would like to add additional subclass options, please create a seperate page, and insert a web link in this section.
Prerequisites. To qualify for multiclassing into the Artificer class, you must meet these prerequisites:
- Intelligence 13
- Proficiency in two or more sets of Artisan's Tools
Proficiencies. When you multiclass into the class, you gain the following proficiencies:
- Light armor
- one set of artisan’s tools