Skip to main content

Artificer Changes

Relevant Universal Character Changes

Changes for all classes

Spellcaster General Changes

Class Changes

Cantrips (0-Level Spells)

1st-level Artificer feature

At 1st level, you know the Mending cantrip, and two other cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, at levels 5, 10, and 14 as shown in the Cantrips Known column of the Artificer table.

Infuse Item

2nd-level Artificer feature

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 four 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 finish a long rest 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 field or 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. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide).
    • 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. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
    • If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

Item Enchantment Adept

6th-level Artificer feature

Starting at 6th level, you have developed a method of enchanting items better and more reliably than your peers. Checks made to craft magic items are made at advantage.

Flash of Genius

7th-level Artificer feature

At 7th level, you’ve gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

You have a pool of four uses for this feature, which replenishes when you take a long rest. At 10th level your pool increases by two uses. can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Magic Item Adept

10th-level Artificer feature

You’ve achieved a profound understanding of how to use and make magic items:

  • You can attune to up to four magic items at once.
  • When making crafting checks for If you craft a magic item with a rarity of common or uncommon, you treat the result as one step higher than the rolled result. In addition, the cap for how many day’s worth of crafting you can accomplish in one downtime increases from three days to four., and iIt also costs you half as much of the usual gold.
  • At level 14 this benefit extends to crafting rare magic items as well. At level 18 this benefit extends further to crafting very rare magic items.

Spell-Storing Item

11th-level Artificer feature

At 11th level, you can now store a spell in an object. Whenever you finish a field or long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn’t have it prepared).

While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it’s been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

Artificer Subclass Changes

Artificer – Alchemist Changes

  • Experimental Elixir
  • 3rd-level Alchemist feature
    • Beginning at 3rd level, whenever you finish a field or long rest, you can magically produce an experimental elixir in an empty flask you touch. You choose an option Roll on the Experimental Elixir table for the elixir’s effect, which is triggered when someone drinks the elixir. As a bonus an action, or part of the action to create this elixir, you a creature can drink the elixir, or administer it to another an incapacitated creature. A creature in possession of an elixir can drink the elixir, or administer it to another creature as a bonus action.
    • Creating an experimental elixir requires you to have alchemist’s supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.
    • When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir’s effect separately. Each elixir requires its own flask.
    • You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir’s effect from the Experimental Elixir table.
  • Alchemical Savant
  • 5th-level Alchemist feature
    • At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast an artificer 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, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).
  • Restorative Reagents
  • 9th-level Alchemist feature
    • Starting at 9th level, you can incorporate restorative reagents into some of your works:
      • Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
      • You can cast Lesser Restoration without expending a spell slot and without preparing the spell, provided you use alchemist’s supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
  • Chemical Mastery
  • 15th-level Alchemist feature
    • By 15th level, you have been exposed to so many chemicals 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 immune to the poisoned condition.
      • You can cast Greater Restoration and Heal without expending a spell slot, without preparing the spell, and without material components with this feature, provided you use alchemist’s supplies as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.

Infusion Changes

Homunculus Servant (statblock)

Tiny Construct

Armor Class 12+Proficiency Bonus 13 (natural armor)

Hit Points 1 + your Intelligence modifier + twice your artificer level (the homunculus has a number of Hit Dice [d6d4s] equal to your artificer level)

Speed 20 ft., fly 30 ft.

STR 4 (-3)  Dex 15 (+2)  Con 12 (+1)  Int 10 (+0)  Wis 10 (+0)  Cha 7 (-2)

Saving Throws Dex +2 plus PB

Skills Perception +0 plus PB × 2, Stealth +2 plus PB

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

Languages understands the languages you speak

Proficiency Bonus equals your bonus

  • Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated.
  • Actions (requires your bonus action)
    • Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 60 30 ft., one target you can see. Hit: 1d4 + PB force damage.
  • Reactions
    • Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.

Spell Changes

New Spells

Relevant Spell Changes

Removed Spells

  • 5th-level Spells
    • Animate Objects

Table of Contents