TEXT: ©2019 Wizards of the Coast LLC 
  1	
  Unearthed	Arcana:	Artificer	
  Playtest Material 
  This character class is presented for playtesting and to 
  spark your imagination. These game mechanics are in 
  draft form, usable in your campaign but not refined by 
  full game development. This class is not officially part of 
  the game. For these reasons, it is not legal in D&D 
  Adventurers League events. 
  Masters	of	unlocking	magic	in	everyday	objects,	
  artificers	are	supreme	inventors.	They	see	magic	
  as	a	complex	system	waiting	to	be	decoded	and	
  controlled.	Artificers	use	tools	to	channel	arcane	
  power,	crafting	temporary	and	permanent	
  magical	objects.	To	cast	a	spell,	an	artificer	could	
  use	alchemist’s	supplies	to	create	a	potent	elixir,	
  calligrapher’s	supplies	to	inscribe	a	sigil	of	
  power	on	an	ally’s	armor,	or	tinker’s	tools	to	
  craft	a	temporary	charm.	The	magic	of	artificers	
  is	tied	to	their	tools	and	their	talents.	
  Arcane	Science	
  In	the	world	of	Eberron,	arcane	magic	has	been	
  harnessed	as	a	form	of	science	and	deployed	
  throughout	society.	Artificers	reflect	this	
  development.	Their	knowledge	of	magical	
  devices,	and	their	ability	to	infuse	mundane	
  items	with	magical	energy,	allows	the	grand	
  magical	projects	of	Eberron	to	continue	running.	
  	 During	the	Last	War,	artificers	were	marshaled	
  on	a	massive	scale.	Many	lives	were	saved	
  because	of	the	inventions	of	brave	artificers,	but	
  also	countless	lives	were	lost	because	of	the	
  mass	destruction	that	artificers’	creations	
  unleashed.	
  Seekers	of	New	Lore	
  Nothing	excites	an	artificer	quite	like	uncovering	
  a	new	metal	or	discovering	a	source	of	elemental	
  energy.	In	artificer	circles,	new	inventions	and	
  strange	discoveries	create	the	most	excitement.	
  Artificers	who	wish	to	make	a	mark	must	find	
  something	fresh,	rather	than	uncover	someone	
  else’s	work.	
  	 This	drive	for	novelty	pushes	artificers	to	
  become	adventurers.	Eberron’s	main	travel	
  routes	and	populated	regions	have	long	since	
  been	explored.	Thus,	artificers	take	to	the	edge	
  of	civilization	in	hopes	of	making	the	next	great	
  discovery	in	arcane	research.	
  Creating	an	Artificer	
  When	creating	an	artificer	character,	think	about	
  your	character’s	background	and	drive	for	
  adventure.	Does	the	character	have	a	rival?	What	
  is	the	character’s	relationship	with	the	artisan	or	
  artificer	who	taught	the	basics	of	the	craft?	Talk	
  to	your	DM	about	the	role	played	by	artificers	in	
  the	campaign,	and	what	sort	of	organizations	
  and	NPCs	you	might	have	ties	to.	
  Quick	Build	
  You	can	make	an	artificer	quickly	by	following	
  these	suggestions.	First,	put	your	highest	ability	
  score	in	Intelligence,	followed	by	Constitution	or	
  Dexterity.	Second,	choose	the	guild	artisan	
  background.	
  Artificers in Other Worlds 
  Eberron is the world most associated with artificers, yet 
  the class can be found throughout the multiverse. In the 
  Forgotten Realms, for example, the island of Lantan is 
  home to many artificers, and in the world of 
  Dragonlance, tinker gnomes are often members of this 
  class. The strange technologies in the Barrier Peaks of 
  the World of Greyhawk have inspired some folk to walk 
  the path of the artificer, and in Mystara, various nations 
  employ artificers to keep airships and other wondrous 
  devices operational. In the City of Sigil, artificers share 
  discoveries from throughout the cosmos, and one in 
  particular—the gnome inventor named Vi—runs a 
  multiverse-spanning business from there. In the world-
  city Ravnica, the Izzet League trains numerous artificers, 
  the destructiveness of whom is unparalleled in other 
  worlds, except by the tinker gnomes of Krynn. 
  Class	Features	
  As	an	artificer,	you	gain	the	following	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	
  
  ©2019 Wizards of the Coast LLC 
  2	
  Proficiencies	
  Armor:	Light	armor,	medium	armor,	shields	
  Weapons:	Simple	weapons,	hand	crossbows,	
  heavy	crossbows	
  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	by	your	
  background:	
  • any	two	simple	weapons	
  • a	light	crossbow	and	20	bolts	
  • (a)	studded	leather	armor	or	(b)	scale	mail	
  • thieves’	tools	and	a	dungeoneer’s	pack	
  	 If	you	forgo	this	starting	equipment,	as	well	as	
  the	items	offered	by	your	background,	you	start	
  with	5d4	×	10	gp	to	buy	your	equipment.	
  Optional Rule: Firearm Proficiency 
  The creation and operation of gunpowder weapons 
  have been discovered in various corners of the D&D 
  multiverse. If your Dungeon Master uses the rules on 
  firearms in the Dungeon Master’s Guide (p. 267) and 
  your artificer has been exposed to the operation of such 
  weapons, your artificer is proficient with them. 
  Magical	Tinkering	
  At	1st	level,	you	learn	how	to	invest	a	spark	of	
  magic	in	objects	that	would	otherwise	be	
  mundane.	To	use	this	ability,	you	must	have	
  thieves’	tools,	tinker’s	tools,	or	other	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,	
  The Artificer 
  Level 
  Proficiency 
  Bonus 
  Features 
  Infusions 
  Known 
  Infused 
  Items 
  Cantrips 
  Known 
  —Spell Slots per Spell Level— 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  1st 
  +2 
  Magical Tinkering, Spellcasting  
  — 
  — 
  2 
  2 
  — 
  — 
  — 
  — 
  2nd 
  +2 
  Infuse Item 
  3 
  2 
  2 
  2 
  — 
  — 
  — 
  — 
  3rd 
  +2 
  Artificer Specialist, Tool 
  Expertise 
  3 
  2 
  2 
  3 
  — 
  — 
  — 
  — 
  4th 
  +2 
  Ability Score Improvement 
  4 
  2 
  2 
  3 
  — 
  — 
  — 
  — 
  5th 
  +3 
  Arcane Armament 
  4 
  2 
  2 
  4 
  2 
  — 
  — 
  — 
  6th 
  +3 
  Artificer Specialist feature 
  4 
  3 
  2 
  4 
  2 
  — 
  — 
  — 
  7th 
  +3 
  — 
  5 
  3 
  2 
  4 
  3 
  — 
  — 
  — 
  8th 
  +3 
  Ability Score Improvement 
  5 
  3 
  2 
  4 
  3 
  — 
  — 
  — 
  9th 
  +4 
  — 
  5 
  3 
  2 
  4 
  3 
  2 
  — 
  — 
  10th 
  +4 
  The Right Cantrip for the Job 
  5 
  3 
  3 
  4 
  3 
  2 
  — 
  — 
  11th 
  +4 
  — 
  6 
  4 
  3 
  4 
  3 
  3 
  — 
  — 
  12th 
  +4 
  Ability Score Improvement 
  6 
  4 
  3 
  4 
  3 
  3 
  — 
  — 
  13th 
  +5 
  — 
  6 
  4 
  3 
  4 
  3 
  3 
  1 
  — 
  14th 
  +5 
  Artificer Specialist feature 
  6 
  4 
  4 
  4 
  3 
  3 
  1 
  — 
  15th 
  +5 
  — 
  7 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  16th 
  +5 
  Ability Score Improvement 
  7 
  5 
  4 
  4 
  3 
  3 
  2 
  — 
  17th 
  +6 
  — 
  7 
  5 
  4 
  4 
  3 
  3 
  3 
  1 
  18th 
  +6 
  Spell-Storing Item 
  7 
  5 
  4 
  4 
  3 
  3 
  3 
  1 
  19th 
  +6 
  Ability Score Improvement 
  8 
  5 
  4 
  4 
  3 
  3 
  3 
  2 
  20th 
  +6 
  Soul of Artifice 
  8 
  5 
  4 
  4 
  3 
  3 
  3 
  2 
  	
  
  ©2019 Wizards of the Coast LLC 
  3	
  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	give	the	magic	of	this	feature	to	
  multiple	objects,	touching	one	object	each	time	
  you	use	the	feature,	and	a	single	object	can	bear	
  only	one	of	the	properties	at	a	time.	The	
  maximum	number	of	objects	you	can	affect	with	
  the	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.	
  Spellcasting	
  You	have	studied	the	workings	of	magic,	how	to	
  channel	it	through	objects,	and	how	to	awaken	it	
  within	them.	As	a	result,	you	have	gained	a	
  limited	ability	to	cast	spells.	To	observers,	you	
  don’t	appear	to	be	casting	spells	in	a	
  conventional	way;	you	look	as	if	you’re	
  producing	wonders	through	various	items.	
  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.	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	below.	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	Artificer	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	in	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	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 
  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.	
  
  ©2019 Wizards of the Coast LLC 
  4	
  Artificer	Spell	List	
  Here’s	the	list	of	spells	you	consult	when	you	
  learn	an	artificer	spell.	The	list	is	organized	by	
  spell	level,	not	character	level.	If	a	spell	can	be	
  cast	as	a	ritual,	the	ritual	tag	appears	after	the	
  spell’s	name.	
  Cantrips (0 Level) 
  acid splash 
  dancing lights 
  fire bolt 
  guidance 
  light 
  mage hand 
  mending 
  message 
  poison spray 
  prestidigitation 
  ray of frost 
  resistance 
  shocking grasp 
  spare the dying 
  thorn whip 
  1st Level 
  alarm (ritual) 
  arcane weapon (see the end of the document) 
  cure wounds 
  detect magic (ritual) 
  disguise self 
  expeditious retreat 
  false life 
  grease 
  identify (ritual) 
  jump 
  longstrider 
  sanctuary 
  shield of faith 
  2nd Level 
  aid 
  alter self 
  arcane lock 
  blur 
  continual flame 
  darkvision 
  enhance ability 
  enlarge/reduce 
  heat metal 
  invisibility 
  lesser restoration 
  levitate 
  magic mouth (ritual) 
  magic weapon 
  protection from poison 
  rope trick 
  see invisibility 
  spider climb 
  3rd Level 
  blink 
  dispel magic 
  elemental weapon 
  fly 
  gaseous form 
  glyph of warding 
  haste 
  protection from energy 
  revivify 
  water breathing (ritual) 
  water walk (ritual) 
  4th Level 
  arcane eye 
  fabricate 
  freedom of movement 
  Leomund’s secret chest 
  Mordenkainen’s faithful hound 
  Mordenkainen’s private sanctum 
  Otiluke’s resilient sphere 
  stone shape 
  stoneskin 
  5th Level 
  animate objects 
  Bigby’s hand 
  creation 
  greater restoration 
  wall of stone 
  The Magic of Artifice 
  As an artificer, you use tools when you cast your spells. 
  When describing your spellcasting, think about how 
  you’re using a tool to perform the spell effect. If you 
  cast cure wounds using alchemist’s supplies, you could 
  be quickly producing a salve. If you cast it using tinker’s 
  tools, you might have a miniature mechanical spider 
  that binds wounds. When you cast poison spray, you 
  could fling foul chemicals or use a wand that spits 
  venom. The effect of the spell is the same as for a 
  spellcaster of any other class, but your method of 
  spellcasting is special.   
    The same principle applies when you prepare your 
  spells. As an artificer, you don’t study a spellbook or 
  pray to prepare your spells. Instead, you work with your 
  tools and create the specialized items you’ll use to 
  produce your effects. If you replace cure wounds with 
  shocking grasp, you might be breaking down the device 
  you used to heal and creating an offensive item in its 
  place—perhaps a gauntlet that lets you channel a surge 
  of energy.  
  
  ©2019 Wizards of the Coast LLC 
  5	
   Such details don’t limit you in any way or provide you 
  with any benefit. You don’t have to justify how you’re 
  using tools to cast a spell. But describing your 
  spellcasting creatively is a fun way to distinguish 
  yourself from other spellcasters. 
  Infuse	Item	
  At	2nd	level,	you	gain	the	ability	to	imbue	
  mundane	items	with	certain	magical	infusions.	
  The	magic	items	you	create	with	this	feature	are	
  effectively	prototypes	of	permanent	items.	
  Infusions	Known	
  When	you	gain	this	feature,	pick	three	artificer	
  infusions	to	learn,	choosing	from	the	“Artificer	
  Infusions”	section	at	the	end	of	the	class’s	
  description.	You	learn	additional	infusions	of	
  your	choice	when	you	reach	certain	levels	in	this	
  class,	as	shown	in	the	Infusions	Known	column	
  of	the	Artificer	table.	
  	 Whenever	you	gain	a	level	in	this	class,	you	can	
  replace	one	of	the	artificer	infusions	you	learned	
  with	a	new	one.	
  Infusing	an	Item	
  Whenever	you	finish	a	long	rest,	you	can	touch	a	
  nonmagical	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	the	item	requires	attunement,	you	can	attune	
  yourself	to	it	the	instant	you	infuse	the	item,	or	
  you	can	forgo	attunement	so	that	someone	else	
  can	attune	to	the	item.	If	you	decide	to	attune	to	
  the	item	later,	you	must	do	so	using	the	normal	
  process	for	attunement	(see	“Attunement”	in	the	
  Dungeon	Master’s	Guide,	page	136).	
  	 Your	infusion	remains	in	an	item	indefinitely,	
  but	when	you	die,	the	infusion	vanishes	after	a	
  number	of	days	have	passed	equal	to	your	
  Intelligence	modifier	(minimum	of	1	day).	The	
  infusion	also	vanishes	if	you	give	up	your	
  knowledge	of	the	infusion	for	another	one.	
  	 You	can	infuse	more	than	one	nonmagical	
  object	at	the	end	of	a	long	rest;	the	maximum	
  number	of	objects	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.	If	you	try	to	
  exceed	your	maximum	number	of	infusions,	the	
  oldest	infusion	immediately	ends,	and	then	the	
  new	infusion	applies.	
  Artificer	Specialist	
  At	3rd	level,	you	choose	the	type	of	specialist	you	
  are:	Alchemist	or	Artillerist,	each	of	which	is	
  detailed	at	the	end	of	the	class’s	description.	
  Your	choice	grants	you	features	at	3rd	level	and	
  again	at	6th	and	14th	level.	
  Variant: Crafting 
  An artificer subclass makes you more efficient at 
  crafting certain items. The feature you get from your 
  subclass works whether you’re using the crafting rules in 
  the Player’s Handbook, Dungeon Master’s Guide, or 
  Xanathar’s Guide to Everything. 
  Tool	Expertise	
  Starting	at	3rd	level,	your	proficiency	bonus	is	
  doubled	for	any	ability	check	you	make	that	uses	
  your	proficiency	with	a	tool.	
  Ability	Score	Improvement	
  When	you	reach	4th,	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.	
  Arcane	Armament	
  Starting	at	5th	level,	you	can	attack	twice,	rather	
  than	once,	whenever	you	take	the	Attack	action	
  on	your	turn,	but	one	of	the	attacks	must	be	
  made	with	a	magic	weapon,	the	magic	of	which	
  you	use	to	propel	the	attack.	
  The	Right	Cantrip	for	the	Job	
  At	10th	level,	you	gain	the	ability	to	make	sure	
  you	have	the	right	magical	tool	for	a	job.	
  Whenever	you	finish	a	short	or	long	rest,	you	can	
  replace	one	of	the	artificer	cantrips	you	know	
  with	another	cantrip	from	the	artificer	spell	list.	
  Spell-Storing	Item	
  When	you	reach	18th	level,	you	learn	how	to	
  store	a	spell	in	an	object	for	repeated	use.	
  Whenever	you	finish	a	long	rest,	you	can	touch	
  one	simple	or	martial	weapon	or	an	item	that	
  you	can	use	as	a	spellcasting	focus	and	store	a	
  spell	in	it,	choosing	one	1st-	or	2nd-level	spell	
  
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  6	
  from	the	artificer	spell	list	that	requires	1	action	
  to	cast	(you	don’t	need	to	have	the	spell	
  prepared).	With	the	object	in	hand,	a	creature	
  can	take	an	action	to	produce	the	spell’s	effect	
  from	it,	using	your	spellcasting	ability	modifier.	
  	 The	spell	stays	in	the	object	until	it	has	been	
  used	a	number	of	times	equal	to	twice	your	
  Intelligence	modifier	(minimum	of	twice)	or	
  until	you	use	this	feature	again.	
  Soul	of	Artifice	
  At	20th	level,	your	understanding	of	magic	items	
  is	unmatched,	allowing	you	to	mingle	your	soul	
  with	items	linked	to	you.	You	can	attune	to	up	to	
  six	magic	items	at	once.	In	addition,	you	gain	a	
  +1	bonus	to	all	saving	throws	per	magic	item	you	
  are	currently	attuned	to.	
  Artificer	Specialists	
  Artificers	pursue	a	variety	of	disciplines.	Here	
  are	two	specialist	options	you	can	choose	from	
  at	3rd	level:	the	Alchemist	and	the	Artillerist.	
  Alchemist	
  An	Alchemist	is	an	expert	at	combining	exotic	
  reagents	to	produce	mystical	effects.	Among	
  artificers,	members	of	this	subclass	are	the	
  greatest	healers,	as	well	as	the	ones	most	adept	
  at	wielding	dangerous	chemicals.	
  Tools	of	the	Trade	
  By	the	time	you	adopt	this	specialty	at	3rd	level,	
  you’re	deeply	familiar	with	employing	its	tools.	
  	 Proficiencies.	You	gain	proficiency	with	
  alchemist’s	supplies	and	the	herbalism	kit,	
  assuming	you	don’t	already	have	them.	You	also	
  gain	alchemist’s	supplies	and	an	herbalism	kit	
  for	free—the	result	of	tinkering	you’ve	done	as	
  you’ve	prepared	for	this	specialization.	
  	 Crafting.	If	you	craft	a	magic	item	in	the	potion	
  category,	it	takes	you	a	quarter	of	the	normal	
  time,	and	it	costs	you	half	as	much	of	the	usual	
  gold.	
  Alchemist	Spells	
  Starting	at	3rd	level,	you	always	have	certain	
  spells	prepared	after	you	reach	particular	levels	
  in	this	class,	as	shown	in	the	Alchemist	Spells	
  table.	These	spells	count	as	artificer	spells	for	
  you,	but	they	don’t	count	against	the	number	of	
  artificer	spells	you	prepare.	
  Alchemist Spells 
  Artificer Level 
  Spell 
  3rd 
  purify food and drink, ray of sickness 
  5th 
  Melf’s acid arrow, web 
  9th 
  create food and water, stinking cloud 
  13th 
  blight, death ward 
  17th 
  cloudkill, raise dead 
  Alchemical	Homunculus	
  At	3rd	level,	you	learn	ancient	methods	for	
  magically	creating	a	special	homunculus	that	is	
  formed	by	alchemical	substances.	
  	 Whenever	you	finish	a	long	rest	and	your	
  alchemist’s	supplies	are	with	you,	you	can	form	
  this	homunculus	in	an	unoccupied	space	within	
  5	feet	of	you.	If	you	already	have	a	homunculus	
  from	this	feature,	the	first	one	immediately	dies.	
  	 The	homunculus	is	friendly	to	you	and	your	
  companions,	and	it	obeys	your	commands.	See	
  this	creature’s	game	statistics	in	the	Alchemical	
  Homunculus	stat	block.	You	determine	the	
  homunculus’s	appearance,	which	includes	wings	
  and	bits	of	alchemical	equipment.	Some	
  alchemists	prefer	mechanical-looking	birds,	
  whereas	others	like	winged	vials	or	miniature	
  cauldrons.	
  	 In	combat,	the	homunculus	shares	your	
  initiative	count,	but	it	takes	its	turn	immediately	
  after	yours.	The	only	action	it	takes	on	its	turn	is	
  the	Dodge	action,	unless	you	take	a	bonus	action	
  on	your	turn	to	command	it	to	take	one	of	the	
  actions	in	its	stat	block	or	to	take	the	Dash,	
  Disengage,	or	Help	action.	
  	 If	the	mending	spell	is	cast	on	it,	it	regains	2d6	
  hit	points.	If	it	has	died	within	the	last	hour,	you	
  can	use	your	alchemist’s	supplies	as	an	action	to	
  revive	it,	provided	you	are	within	5	feet	of	it	and	
  you	expend	a	spell	slot	of	1st	level	or	higher.	The	
  homunculus	returns	to	life	with	all	its	hit	points	
  restored.	
  Alchemical Homunculus 
  Tiny construct, neutral 
   
  Armor Class 13 (natural armor) 
  Hit Points equal to five times your level in this class + 
  your Intelligence modifier 
  Speed 20 ft., fly 30 ft. 
   
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   4 (−3) 
  15 (+2) 11 (+0) 10 (+0) 10 (+0) 
  7 (−2) 
   
  Skills Perception +4, Stealth +4 
  
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  Damage Immunities acid, poison 
  Condition Immunities charmed, exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages understands the languages you speak 
   
  Might of the Master. The following numbers increase 
  by 1 when your proficiency bonus increases by 1: the 
  homunculus’s skill bonuses and the bonuses to hit and 
  damage of its Acidic Spittle. 
  Actions (Require Your Bonus Action) 
  Acidic Spittle. Ranged Weapon Attack: +4 to hit, range 
  30 ft., one target you can see. Hit: 1d6 + 2 acid damage. 
  Alchemical Salve (3/Day). The homunculus produces a 
  salve and touches one creature you designate. The 
  target receives one of the following magical benefits of 
  your choice: 
  Buoyancy. The target gains a flying speed of 10 feet for 
  10 minutes. 
  Inspiration. The target feels giddy and effective, gaining 
  advantage on certain ability checks in the next hour. 
  The target chooses the checks before or after rolling. 
  The magic runs out after the target has used it on a 
  number of checks equal to your Intelligence modifier 
  (minimum of 1). 
  Resilience. The target gains a number of temporary hit 
  points equal to 2d6 + your Intelligence modifier. 
  Alchemical	Mastery	
  At	6th	level,	your	command	of	magical	chemicals	
  has	become	masterful,	enhancing	the	healing	
  and	damage	you	create	through	them.	When	you	
  cast	a	spell	using	your	alchemist’s	supplies	as	the	
  spellcasting	focus,	you	gain	a	bonus	to	one	roll	of	
  the	spell.	That	roll	must	restore	hit	points	or	be	a	
  damage	roll	that	deals	acid	or	poison	damage,	
  and	the	bonus	equals	your	Intelligence	modifier	
  (minimum	of	+1).	
  	 In	addition,	you	can	cast	lesser	restoration	
  without	expending	a	spell	slot,	provided	you	use	
  alchemist’s	supplies	as	the	spellcasting	focus.	
  You	can	do	so	a	number	of	times	per	day	equal	to	
  your	Intelligence	modifier	(minimum	of	once).	
  Chemical	Savant	
  By	14th	level,	you	have	been	exposed	to	so	many	
  chemicals	and	unlocked	their	secrets	that	they	
  pose	little	risk	to	you,	and	you	can	use	them	to	
  quickly	end	certain	ailments.	You	gain	resistance	
  to	acid	damage	and	poison	damage,	and	you	are	
  now	immune	to	the	poisoned	condition.	
  	 In	addition,	you	can	cast	greater	restoration	
  once	without	expending	a	spell	slot	and	without	
  providing	the	material	component,	provided	you	
  use	alchemist’s	supplies	as	the	spellcasting	focus.	
  You	regain	the	ability	to	do	so	when	you	finish	a	
  long	rest.	
  Artillerist	
  An	Artillerist	specializes	in	using	magic	to	create	
  explosions	and	defensive	positions,	as	well	as	
  magic-infused	sidearms—especially	wands—
  that	can	be	used	on	the	battlefield.	Artillerists	
  were	valued	by	all	the	armies	of	the	Last	War.	
  Tools	of	the	Trade	
  By	the	time	you	adopt	this	specialty	at	3rd	level,	
  you’re	deeply	familiar	with	employing	its	tools.	
  	 Proficiencies.	You	gain	proficiency	with	
  smith’s	tools	and	woodcarver’s	tools,	assuming	
  you	don’t	already	have	them.	You	also	gain	those	
  tools	for	free—the	result	of	tinkering	you’ve	
  done	as	you’ve	prepared	for	this	specialization.	
  	 In	addition,	you	gain	the	ability	to	use	rods,	
  staffs,	and	wands	as	spellcasting	focuses	for	your	
  artificer	spells.	You	also	gain	a	nonmagical,	
  wooden	wand	for	free,	which	you’ve	carved	in	
  your	spare	time.	
  	 Crafting.	If	you	craft	a	magic	item	in	the	wand	
  category,	it	takes	you	a	quarter	of	the	normal	
  time,	and	it	costs	you	half	as	much	of	the	usual	
  gold.	
  Artillerist	Spells	
  Starting	at	3rd	level,	you	always	have	certain	
  spells	prepared	after	you	reach	particular	levels	
  in	this	class,	as	shown	in	the	Alchemist	Spells	
  table.	These	spells	count	as	artificer	spells	for	
  you,	but	they	don’t	count	against	the	number	of	
  artificer	spells	you	prepare.	
  Artillerist Spells 
  Artificer Level 
  Spell 
  3rd 
  shield, thunderwave 
  5th 
  scorching ray, shatter 
  9th 
  fireball, wind wall 
  13th 
  ice storm, wall of fire 
  17th 
  cone of cold, wall of force 
  Arcane	Turret	
  At	3rd	level,	you	learn	how	to	create	a	magical	
  turret.	With	your	smith’s	tools	in	hand,	you	can	
  take	an	action	to	magically	summon	a	Medium	
  turret	in	an	unoccupied	space	on	a	horizontal	
  surface	within	5	feet	of	you.	
  
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  	 The	turret	is	a	magical	object	that	occupies	its	
  space	and	that	has	crablike	legs.	It	has	an	AC	of	
  18	and	a	number	of	hit	points	equal	to	five	times	
  your	artificer	level.	It	is	immune	to	poison	
  damage,	psychic	damage,	and	all	conditions.	If	it	
  is	forced	to	make	an	ability	check	or	a	saving	
  throw,	treat	all	its	ability	scores	as	10	(+0).	If	the	
  mending	spell	is	cast	on	it,	it	regains	2d6	hit	
  points.	It	disappears	if	it	is	reduced	to	0	hit	
  points	or	after	10	minutes.	You	can	dismiss	it	
  early	as	an	action.	
  	 When	you	summon	the	turret,	you	decide	
  which	type	it	is,	choosing	from	the	options	on	
  the	Arcane	Turrets	table.	On	each	of	your	turns,	
  you	can	take	a	bonus	action	to	cause	the	turret	to	
  activate	if	you	are	within	60	feet	of	it.	As	part	of	
  the	same	action,	you	can	direct	the	turret	to	walk	
  or	climb	up	to	15	feet	to	an	unoccupied	space.	
  	 You	can	summon	a	turret	once	for	free	and	
  must	finish	a	long	rest	before	doing	so	again.	You	
  can	also	summon	the	turret	by	expending	a	spell	
  slot	of	1st	level	or	higher.	If	you	summon	a	
  second	turret,	the	first	turret	disappears.	
  	 As	an	action,	you	can	command	your	turret	to	
  detonate	if	you	are	within	60	feet	of	it.	Doing	so	
  destroys	the	turret	and	forces	each	creature	
  within	10	feet	of	it	to	make	a	Dexterity	saving	
  throw	against	your	spell	save	DC,	taking	3d6	
  force	damage	on	a	failed	save	or	half	as	much	
  damage	on	a	successful	one.	
  Arcane Turrets 
  Turret 
  Activation 
  Flamethrower 
  The turret exhales fire in an 
  adjacent 15-foot cone that you 
  designate. Each creature in that 
  area must make a Dexterity saving 
  throw against your spell save DC, 
  taking 1d8 fire damage on a failed 
  save or half as much damage on a 
  successful one. The fire ignites any 
  flammable objects in the area that 
  aren’t being worn or carried. 
  Force Ballista 
  Make a ranged spell attack, 
  originating from the turret, at one 
  creature or object within 120 feet 
  of it. On a hit, the target takes 2d8 
  force damage, and if the target is a 
  creature, it is pushed up to 5 feet 
  away from the turret. 
  Defender 
  The turret emits a burst of positive 
  energy that grants itself and each 
  creature of your choice within 10 
  feet of it a number of temporary hit 
  points equal to 1d8 + your 
  Intelligence modifier (minimum of 
  +1). 
  Wand	Prototype	
  By	6th	level,	you	now	regularly	experiment	with	
  channeling	different	types	of	magic	through	
  wands.	Whenever	you	finish	a	long	rest	and	your	
  woodcarver’s	tools	are	with	you,	you	can	touch	a	
  nonmagical,	wooden	wand	and	turn	it	into	a	
  magic	item.	When	you	do	so,	you	invest	it	with	
  one	artificer	cantrip	of	your	choice—even	one	
  you	don’t	know—that	has	a	casting	time	of	1	
  action.	As	an	action,	you	can	cause	the	magic	
  wand	to	produce	the	cantrip,	using	your	
  spellcasting	ability	modifier	(other	creatures	are	
  unable	to	use	the	wand’s	magic).	The	wand	loses	
  this	magic	when	you	finish	your	next	long	rest.	
  	 Any	damage	roll	you	make	for	a	cantrip	in	the	
  wand	gains	a	bonus	equal	to	your	Intelligence	
  modifier	(minimum	of	+1).	
  	 When	you	reach	14th	level	in	this	class,	you	
  can	invest	the	wand	with	two	cantrips	at	the	end	
  of	a	long	rest.	
  Fortified	Position	
  Starting	at	14th	level,	you’re	a	master	at	
  conjuring	a	well-defended	emplacement.	You	
  and	your	allies	have	half	cover	while	within	10	
  feet	of	a	turret	you	create	with	Arcane	Turret,	as	
  a	result	of	a	shimmering	field	of	magical	
  protection	that	the	turret	emits.	
  	 You	can	also	now	summon	a	second	turret	for	
  free	and	must	finish	a	long	rest	before	doing	so	
  again.	If	you	summon	the	second	turret	while	the	
  first	is	still	present,	the	first	one	doesn’t	
  disappear,	and	each	turret	can	be	of	a	different	
  type	(if	you	summon	a	third	turret,	the	first	
  turret	vanishes).	Moreover,	you	can	use	one	
  bonus	action	to	activate	both	turrets.	
  Artificer	Infusions	
  Artificers	have	invented	numerous	magical	
  infusions	that	rapidly	create	magic	items.	To	the	
  untrained,	artificers	seem	like	wonderworkers,	
  accomplishing	in	hours	what	others	need	weeks	
  to	complete.	
  	 The	description	of	each	infusion	tells	you	the	
  type	of	item	that	can	receive	it.	The	description	
  
  ©2019 Wizards of the Coast LLC 
  9	
  also	tells	you	if	the	resulting	magic	item	requires	
  attunement.		
  	 Some	infusions	specify	a	minimum	artificer	
  level.	You	can’t	learn	such	an	infusion	until	you	
  are	at	least	that	level.	
  	 Unless	an	infusion’s	description	says	
  otherwise,	you	can’t	learn	the	infusion	more	
  than	once.	
  Boots	of	the	Winding	Path	
  Prerequisite:	4th-level	artificer	
  Item:	A	pair	of	boots	(requires	attunement)	
  While	wearing	these	boots,	a	creature	can	
  teleport	up	to	15	feet	as	a	bonus	action	to	an	
  unoccupied	space	the	creature	can	see.	The	
  creature	must	have	occupied	that	space	at	some	
  point	during	the	current	turn.	
  Enhanced	Defense	
  Item:	A	suit	of	armor	or	a	shield	
  A	creature	gains	a	+1	bonus	to	Armor	Class	while	
  wearing	(armor)	or	wielding	(shield)	the	infused	
  item.	
  	 The	bonus	increases	to	+2	when	you	reach	
  12th	level	in	this	class.	
  Enhanced	Weapon	
  Item:	A	simple	or	martial	weapon	
  This	magic	weapon	grants	a	+1	bonus	to	attack	
  and	damage	rolls	made	with	it.	
  	 The	bonus	increases	to	+2	when	you	reach	
  12th	level	in	this	class.	
  Many-Handed	Pouch	
  Prerequisite:	4th-level	artificer	
  Item:	2–5	pouches	
  The	infused	pouches	all	share	one	
  interdimensional	space	of	the	same	capacity	as	a	
  single	pouch.	Thus,	reaching	into	any	of	the	
  pouches	allows	access	to	the	same	storage	space.	
  A	pouch	operates	as	long	as	it	is	within	100	miles	
  of	another	one	of	the	pouches;	the	pouch	is	
  otherwise	empty	and	won’t	accept	any	contents.	
  	 If	this	infusion	ends,	the	items	stored	in	the	
  shared	space	move	into	one	of	the	pouches,	
  determined	at	random.	The	rest	of	the	pouches	
  become	empty.	
  Radiant	Weapon	
  Prerequisite:	8th-level	artificer	
  Item:	A	simple	or	martial	weapon	(requires	
  attunement)	
  This	magic	weapon	grants	a	+1	bonus	to	attack	
  and	damage	rolls	made	with	it.	While	holding	it,	
  the	wielder	can	take	a	bonus	action	to	cause	it	to	
  shed	bright	light	in	a	30-foot	radius	and	dim	light	
  for	an	additional	30	feet.	The	wielder	can	
  extinguish	the	light	as	a	bonus	action.	
  	 As	a	reaction	immediately	after	being	hit	by	a	
  melee	attack,	the	wielder	can	cause	the	attacker	
  to	be	blinded	until	the	end	of	the	attacker’s	next	
  turn,	unless	the	attacker	succeeds	on	a	
  Constitution	saving	throw	against	your	spell	
  save	DC.	Once	used,	this	reaction	can’t	be	used	
  again	until	the	wielder	finishes	a	short	or	long	
  rest.	
  Replicate	Magic	Item	
  Prerequisite:	See	below	
  Using	this	infusion,	you	replicate	a	particular	
  magic	item.	You	can	learn	this	infusion	multiple	
  times;	each	time	you	do	so,	choose	a	different	
  magic	item	that	you	can	make	with	it,	picking	
  from	the	Replicable	Magic	Items	tables	below.	If	
  a	table	has	a	level	in	its	title,	you	must	be	of	at	
  least	that	level	in	this	class	to	choose	an	item	
  from	the	table.	
  	 In	the	tables,	an	item’s	entry	tells	you	whether	
  the	item	requires	attunement.	See	the	item’s	
  description	in	the	Dungeon	Master’s	Guide	for	
  more	information	about	it,	including	the	type	of	
  object	required	for	its	making.	
  Replicable Magic Items  
  Magic Item 
  Attunement 
  Alchemy jug 
  No 
  Bag of holding 
  No 
  Cap of water breathing 
  No 
  Cloak of the manta ray 
  No 
  Goggles of night 
  No 
  Lantern of revealing 
  No 
  Rope of climbing 
  No 
  Sending stones 
  No 
  Wand of magic detection 
  No 
  Wand of secrets 
  No 
  Replicable Magic Items (12th-Level Artificer) 
  Magic Item 
  Attunement 
  Boots of elvenkind 
  No 
  Boots of striding and springing 
  Yes 
  Boots of the winterlands 
  Yes 
  
  ©2019 Wizards of the Coast LLC 
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  Bracers of archery 
  Yes 
  Brooch of shielding 
  Yes 
  Cloak of elvenkind 
  Yes 
  Cloak of protection 
  Yes 
  Eyes of charming 
  Yes 
  Eyes of the eagle 
  Yes 
  Gauntlets of ogre power 
  Yes 
  Gloves of missile snaring 
  Yes 
  Gloves of swimming and climbing 
  Yes 
  Gloves of thievery 
  No 
  Hat of disguise 
  Yes 
  Headband of intellect 
  Yes 
  Helm of telepathy 
  Yes 
  Medallion of thoughts 
  Yes 
  Periapt of wound closure 
  Yes 
  Pipes of haunting 
  No 
  Pipes of the sewers 
  Yes 
  Quiver of Ehlonna 
  No 
  Ring of jumping 
  Yes 
  Ring of mind shielding 
  Yes 
  Ring of water walking 
  No 
  Slippers of spider climbing 
  Yes 
  Winged boots 
  Yes 
  Replicable Magic Items (16th-Level Artificer) 
  Item 
  Attunement 
  Amulet of health 
  Yes 
  Belt of hill giant strength 
  Yes 
  Boots of levitation 
  Yes 
  Boots of speed 
  Yes 
  Bracers of defense 
  Yes 
  Cloak of the bat 
  Yes 
  Dimensional shackles 
  No 
  Gem of seeing 
  Yes 
  Horn of blasting 
  No 
  Ring of free action 
  Yes 
  Ring of protection 
  Yes 
  Ring of the ram 
  Yes 
  Resistant	Armor	
  Prerequisite:	8th-level	artificer	
  Item:	A	suit	of	armor	(requires	attunement)	
  While	wearing	this	armor,	a	creature	has	
  resistance	to	one	of	the	following	damage	types,	
  which	you	choose	when	you	infuse	the	item:	
  acid,	cold,	fire,	force,	lightning,	necrotic,	poison,	
  psychic,	radiant,	or	thunder.	
  Returning	Weapon	
  Item:	A	simple	or	martial	weapon	with	the	thrown	
  property	
  This	magic	weapon	grants	a	+1	bonus	to	attack	
  and	damage	rolls	made	with	it,	and	it	returns	to	
  the	wielder’s	hand	immediately	after	it	is	used	to	
  make	a	ranged	attack.	
  New	Spell	
  The	artificer	spell	list	contains	a	new	spell:	
  arcane	weapon.	
  Arcane	Weapon	
  1st-level	transmutation	
  Casting	Time:	1	bonus	action	
  Range:	Self	
  Components:	V,	S	
  Duration:	Concentration,	up	to	1	hour	
  You	channel	arcane	energy	into	one	simple	or	
  martial	weapon	you’re	holding,	and	choose	one	
  damage	type:	acid,	cold,	fire,	lightning,	poison,	or	
  thunder.	Until	the	spell	ends,	you	deal	an	extra	
  1d6	damage	of	the	chosen	type	to	any	target	you	
  hit	with	the	weapon.	If	the	weapon	isn’t	magical,	
  it	becomes	a	magic	weapon	for	the	spell’s	
  duration.	
  	 As	a	bonus	action,	you	can	change	the	damage	
  type,	choosing	from	the	options	above.	
  	 At	Higher	Levels.	When	you	cast	this	spell	
  using	a	spell	slot	of	3rd	level	or	higher,	you	can	
  maintain	your	concentration	on	the	spell	for	up	
  to	8	hours.	
  Optional Rule: Multiclassing 
  If your group uses the optional rule on multiclassing in 
  the Player’s Handbook (p. 163), here’s what you need to 
  know if you choose artificer as one of your classes. 
   Ability Score Minimum. As a multiclass character, you 
  must have at least an Intelligence score of 13 to take a 
  level in this class. 
   Proficiencies Gained. If artificer isn’t your initial class, 
  here are the proficiencies you gain when you take your 
  first level as an artificer: light armor, medium armor, 
  shields, thieves’ tools, tinker’s tools. 
   Extra Attack. The Arcane Armament feature doesn’t 
  give you an additional attack if you also have the Extra 
  Attack feature. 
   Spell Slots. Add half your levels (rounded down) in the 
  artificer class to the appropriate levels from other 
  classes to determine your available spell slots. 
  	
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Unearthed Arcana/UA58 - Artificer Revisted.pdf