Spellcasting (Level 1)Īt level 1, you gain the ability to cast spells. Warn allies of traps, leave messages behind for NPCs, or convince gullible merchants that an item is much valuable than it seems are only some of the options available. The maximum number of magical items you can maintain is capped at your intelligence modifier.įor creative players, the sky is the limit with this feature. You can maintain magical tinkering on multiple devices at once, but that object may only have one property at a time. This effect lasts forever, or until you decide to remove it. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. A static visual effect appears on one of the object’s surfaces.The chosen phenomenon is perceivable up to 10 feet away. The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like).You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away.The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.When using tinker’s tools, you can use an action to give a mundane object one of the following magical properties: This feature lets you infuse mundane objects with sparks of magic. Magical tinkering is one of the many aspects of the artificer that sets it apart. If you adopt the optional firearms rules, these will play a huge part in most artificer builds. If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master’s Guide and your artificer has been exposed to the operations of such weapons, your artificer is proficient with them. Battlesmiths are the exception as they can wield shields and focus on melee combat with the right build. Most of the time, the hand crossbow is going to be the artificer’s best friend. (a) studded leather armor or (b) scale mail.You start with the following equipment, in addition to the equipment granted by your background:
Hit Dice: 1d8 per artificer level HP at 1st Level: 8 + your Constitution modifier HP at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st ProficienciesĪrmor: 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 Class FeaturesĮach artificer has the following class features: Hit Points This class offers a lot of options, and is not pigeonholed into a single party role. They seek yet-undiscovered powers and new frontiers. It is the drive to learn and innovate that pushes artificers into adventuring. While artificers are spellcasters, their magical ability is focused on infusing items with arcane power. In Eberron, the artificer has taken the wizard’s pursuit of arcane power through study and harnessed it into the form of scientific advancement.