Primary Briefing
Imported Mechanics
Species, birthright, background, class, subclass, and feat entries already uploaded to Shivath are pulled in here automatically for quick reference.
🧬HumansSpeciesExpand ▼
Core Traits
- Creature Type: Humanoid
- Size: Medium (about 4-7 feet tall) or Small (about 2-4 feet tall), chosen when you select this species
- Speed: 30 feet
Resourceful
You gain Heroic Inspiration whenever you finish a Long Rest.
Skillful
You gain proficiency in one skill of your choice.
Versatile
You gain an Origin feat of your choice.
§ArtisanBackgroundExpand ▼
- Ability Scores:. Strength, Dexterity, Intelligence
- Feat:. Crafter
- Skill Proficiencies:. Investigation, Persuasion
- Tool Proficiency:. Choose one kind of Artisan's Tools
- Equipment:. Choose A or B: (A) Artisan's Tools (same as above), 2 Pouch, Traveler's Clothes, 32 GP; or (B) 50 GP
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Artificer
Source: Eberron: Forge of the Artificer (2025-12-09)
Class Progression
| Level | PB | Features | Plans Known | Magic Items | Cantrips | Prepared Spells |
|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting; Tinker's Magic | — | — | 2 | 2 |
| 2nd | +2 | Replicate Magic Item | 4 | 2 | 2 | 3 |
| 3rd | +2 | Artificer Subclass | 4 | 2 | 2 | 4 |
| 4th | +2 | Ability Score Improvement | 4 | 2 | 2 | 5 |
| 5th | +3 | Subclass feature | 4 | 2 | 2 | 6 |
| 6th | +3 | Magic Item Tinker | 5 | 3 | 2 | 6 |
| 7th | +3 | Flash of Genius | 5 | 3 | 2 | 7 |
| 8th | +3 | Ability Score Improvement | 5 | 3 | 2 | 7 |
| 9th | +4 | Subclass feature | 5 | 3 | 2 | 9 |
| 10th | +4 | Magic Item Adept | 6 | 4 | 3 | 9 |
| 11th | +4 | Spell-Storing Item | 6 | 4 | 3 | 10 |
| 12th | +4 | Ability Score Improvement | 6 | 4 | 3 | 10 |
| 13th | +5 | — | 6 | 4 | 3 | 11 |
| 14th | +5 | Advanced Artifice | 7 | 5 | 4 | 11 |
| 15th | +5 | Subclass Feature | 7 | 5 | 4 | 12 |
| 16th | +5 | Ability Score Improvement | 7 | 5 | 4 | 12 |
| 17th | +6 | — | 7 | 5 | 4 | 14 |
| 18th | +6 | Magic Item Master | 8 | 6 | 4 | 14 |
| 19th | +6 | Epic Boon | 8 | 6 | 4 | 15 |
| 20th | +6 | Soul of Artifice | 8 | 6 | 4 | 15 |
Spell Slots per Spell Level
| Level | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|
| 1st | 2 | — | — | — | — |
| 2nd | 2 | — | — | — | — |
| 3rd | 3 | — | — | — | — |
| 4th | 3 | — | — | — | — |
| 5th | 4 | 2 | — | — | — |
| 6th | 4 | 2 | — | — | — |
| 7th | 4 | 3 | — | — | — |
| 8th | 4 | 3 | — | — | — |
| 9th | 4 | 3 | 2 | — | — |
| 10th | 4 | 3 | 2 | — | — |
| 11th | 4 | 3 | 3 | — | — |
| 12th | 4 | 3 | 3 | — | — |
| 13th | 4 | 3 | 3 | 1 | — |
| 14th | 4 | 3 | 3 | 1 | — |
| 15th | 4 | 3 | 3 | 2 | — |
| 16th | 4 | 3 | 3 | 2 | — |
| 17th | 4 | 3 | 3 | 3 | 1 |
| 18th | 4 | 3 | 3 | 3 | 1 |
| 19th | 4 | 3 | 3 | 3 | 2 |
| 20th | 4 | 3 | 3 | 3 | 2 |
Features
Level 1: Spellcasting
You have learned how to channel magical energy through objects. See the Player's Handbook for the rules on spellcasting. The information below details how you use those rules with Artificer spells, which appear in the Artificer spell list later in the class's description.
Tools Required
You produce your Artificer spells through tools. You can use Thieves' Tools, Tinker's Tools, or another kind of Artisan's Tools with which you have proficiency as a Spellcasting Focus, and you must have one of those focuses in hand when you cast an Artificer spell (meaning the spell has an M component when you cast it).
Cantrips
You know two Artificer cantrips of your choice. Acid Splash and Prestidigitation are recommended.
Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Artificer cantrip of your choice.
When you reach Artificer levels 10 and 14, you learn another Artificer cantrip of your choice, as shown in the Cantrips column of the Artificer Features table.
Spell Slots
The Artificer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Artificer spells. Cure and Grease are recommended.
The number of spells on your list increases as you gain Artificer levels, as shown in the Prepared Spells column of the Artificer Features table. Whenever that number increases, choose additional Artificer spells until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Artificer, your list of prepared spells can include six Artificer spells of levels 1 and 2 in any combination.
If another Artificer feature gives you spells that you always have prepared, those don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Artificer spells for you.
Changing Your Prepared Spells
Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Artificer spells for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your Artificer spells.
Level 1: Tinker's Magic
You know the Mending cantrip.
As a Magic action while holding Tinker's Tools, you can create one item in an unoccupied space within 5 feet of yourself, choosing the item from the following list:
- Ball Bearings
- Basket
- Bedroll
- Bell
- Blanket
- Block and Tackle
- Glass Bottle
- Bucket
- Caltrops
- Candle
- Crowbar
- Flask
- Grappling Hook
- Hunting Trap
- Jug
- Lamp
- Manacles
- Net
- Oil
- Paper
- Parchment
- Pole
- Pouch
- Rope
- Sack
- Shovel
- Iron Spikes
- String
- Tinderbox
- Torch
- Vial
See the rules for the item in the Player's Handbook. The item lasts until you finish a Long Rest, at which point it vanishes.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 2: Replicate Magic Item
You have learned arcane plans that you use to make magic items.
Plans Known
When you gain this feature, choose four plans to learn from the Magic Item Plans (Artificer Level 2+) table (see the Dungeon Master's Guide for the items' descriptions). Bag of Holding, Cap of Water Breathing, Sending Stones, and +1 Wand of the War Mage are recommended. Whenever you gain an Artificer level, you can replace one of the plans you know with a new plan for which you qualify.
You learn another plan of your choice when you reach certain Artificer levels, as shown in the Plans Known column of the Artificer Features table. When you choose a plan to learn, you choose it from any Magic Item Plans table for which you qualify; your qualification is based on your Artificer level.
Creating an Item
When you finish a Long Rest, you can create one or two different magic items if you have Tinker's Tools in hand. Each item is based on one of the plans you know for this feature.
If a created item requires Attunement, you can attune yourself to it the instant you create it. If you decide to attune to the item later, you must do so using the normal process for Attunement.
When you reach certain Artificer levels specified in the Magic Items column of the Artificer Features table, the number of magic items you can create at the end of a Long Rest increases. Each item you create must be based on a different plan you know.
You can't have more magic items from this feature than the number shown in the Magic Items column of the Artificer Features table for your level. If you try to exceed your maximum number of magic items for this feature, the oldest item vanishes, and then the new item appears.
Duration
A magic item created by this feature functions as the normal magic item, except its magic isn't permanent; when you die, the magic item vanishes after 1d4 days. If you replace a plan you know with a new plan, any magic item created with the replaced plan immediately vanishes.
If an item that you created with this feature is a container, such as a Bag of Holding, and it vanishes, its contents harmlessly appear in and around its space.
Spellcasting Focus
You can use any Wand or Weapon created by this feature as a Spellcasting Focus in lieu of using a set of Artisan's Tools.
Crafting More Magic Items
The Replicate Magic Item feature isn't the only way for an Artificer to make magic items. The Dungeon Master's Guide provides rules for characters—not just Artificers—who want to make magic items of all sorts. Though many different characters can make magic items, Artificers can do it faster than others; each Artificer subclass improves a character's speed at making items of a certain category.
When an Artificer crafts a magic item using the normal rules in the Dungeon Master's Guide, the character gains no special connection to that item. Class features that refer to items created by your Replicate Magic Item feature don't apply to items you craft by other means.
Magic Item Plans (Artificer Level 2+)
| Magic Item Plan | Attunement |
|---|---|
| Alchemy Jug | No |
| Bag of Holding | No |
| Cap of Water Breathing | No |
| Common magic item that isn't a Potion, a Scroll, or cursed* | Varies |
| Goggles of Night | No |
| Manifold Tool | Yes |
| Repeating Shot | Yes |
| Returning Weapon | No |
| Rope of Climbing | No |
| Sending Stones | No |
| +1 Shield | No |
| Wand of Magic Detection | No |
| Wand of Secrets | No |
| +1 Wand of the War Mage | Yes |
| +1 Weapon | No |
| +1 Wraps of Unarmed Power | No |
Magic Item Plans (Artificer Level 6+)
| Magic Item Plan | Attunement |
|---|---|
| +1 Armor | No |
| Boots of Elvenkind | No |
| Boots of the Winding Path | Yes |
| Cloak of Elvenkind | Yes |
| Cloak of the Manta Ray | Yes |
| Dazzling Weapon | Yes |
| Eyes of Charming | Yes |
| Eyes of Minute Seeing | No |
| Gloves of Thievery | No |
| Helm of Awareness | No |
| Lantern of Revealing | No |
| Mind Sharpener | Yes |
| Necklace of Adaptation | Yes |
| Pipes of Haunting | No |
| Repulsion Shield | No |
| Ring of Swimming | No |
| Ring of Water Walking | No |
| Sentinel Shield | No |
| Spell-Refueling Ring | Yes |
| Wand of Magic Missiles | No |
| Wand of Web | Yes |
| Weapon of Warning | Yes |
Magic Item Plans (Artificer Level 10+)
| Magic Item Plan | Attunement |
|---|---|
| Armor of Resistance | Yes |
| Dagger of Venom | No |
| Elven Chain | No |
| Ring of Feather Falling | Yes |
| Ring of Jumping | Yes |
| Ring of Mind Shielding | Yes |
| +2 Shield | No |
| Uncommon Wondrous Item that isn't cursed* | Varies |
| +2 Wand of the War Mage | Yes |
| +2 Weapon | No |
| +2 Wraps of Unarmed Power | No |
Magic Item Plans (Artificer Level 14+)
| Magic Item Plan | Attunement |
|---|---|
| +2 Armor | No |
| Arrow-Catching Shield | Yes |
| Flame Tongue | Yes |
| Rare Wondrous Item that isn't cursed* | Varies |
| Ring of Free Action | Yes |
| Ring of Protection | Yes |
| Ring of the Ram | Yes |
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Artillerist (Artificer)
Source: Eberron: Forge of the Artificer (2025-12-09)
Subclass Progression
| Level | Features | Source |
|---|---|---|
| 3rd | Artillerist; Tools of the Trade; Artillerist Spells; Eldritch Cannon | EFA |
| 5th | Arcane Firearm | EFA |
| 9th | Explosive Cannon | EFA |
| 15th | Fortified Position | EFA |
Level 3: Artillerist
Wield Destructive Power from Afar
An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield.
Tools of the Trade
You gain the following benefits.
Ranged Weaponry
You gain proficiency with Ranged weapons.
Tool Proficiency
You gain proficiency with Woodcarver's Tools. If you already have this proficiency, you gain proficiency with one other type of Artisan's Tools of your choice.
Wand Crafting
When you craft a magic Wand, the amount of time required to craft it is halved.
Artillerist Spells
When you reach an Artificer level specified in the Artillerist Spells table, you thereafter always have the listed spells prepared.
Artillerist Spells
| Artificer Level | Spells |
|---|---|
| 3 | Shield, Thunderwave |
| 5 | Scorching Ray, Shatter |
| 9 | Fireball, Wind Wall |
| 13 | Ice Storm, Wall of Fire |
| 17 | Cone of Cold, Wall of Force |
Eldritch Cannon
Using Smith's Tools or Woodcarver's Tools, you can take a Magic action to create a Small or Tiny Eldritch Cannon in an unoccupied space on a horizontal surface within 5 feet of yourself. You determine its appearance, including whether you carry it or not (and your choice of legs or wheels, for the latter). It disappears if it is reduced to 0 Hit Points or after 1 hour. You can dismiss it early as a Magic action.
Once you create a cannon, you can't do so again until you finish a Long Rest or expend a spell slot to create one. You can have only one cannon at a time and can't create one while you already have one.