Artificers are a spellcasting class that prepares and casts spells daily from the complete list available, including subclass spells. They gain access to new spell levels at half the rate of full spellcasters and use their Intelligence modifier when setting the saving throw DC for an artificer spell. They have access to a range of spells but are not full spellcasters like wizards and clerics, operating more as half-casters like rangers and paladins.
Artificers prepare their spells daily, choosing a number equal to their Intelligence modifier + half their artificer level, rounded down. Starting at 3rd level, certain spells are prepared after reaching particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for the player but don’t count against the number of artificer spells they prepare.
Artificers can learn new spells of 1st Level and Higher by adding two wizard spells of their choice to their spellbook. They get their magic from their gadgets and can reconfigure them to create different spells. They don’t learn magic from spell scrolls, books, or gods. With fewer spells prepared than a wizard and only 2/3 spellcasting progression, the Artificer is much more dependent on low-level spells than full spellcasters.
At 11th level, the Artificer Spell List (Master List, All Spells) provides every spell that can be learned as an Artificer. May you aim true and roll high!
📹 Davvy’s D&D 5e Artificer Spell Guide
Do artificers learn spells?
Artificers, like clerics, are capable of preparing any spell from their list of available spells, regardless of the level of the spell.
Are artificers easy?
Artificers are often portrayed as underpowered, but their effectiveness depends on game sense, adaptability, and knowledge of what to avoid. At level three, there are four artificer specialists: Battle Smith, Artillerist, Alchemist, and Armorer. Each plays a different role, covering utility, damage, support, and tank. Artificers are masters of team composition, and choosing a subclass should be based on interest and impulse, possibly tied into the character’s backstory. Reading the benefits and drawbacks of these four unique paths is worth the time for an enjoyable and effective experience.
How do artificer learn spells?
At the 1st level, you know two cantrips from the artificer spell list, and at higher levels, you learn additional cantrips. As you gain a level, you can replace one cantrip with another from the list. The Artificer table shows the number of spell slots you have to cast artificer spells. To cast a spell of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots after a long rest. To prepare the list of available artificer spells, choose a number equal to your Intelligence modifier + half your artificer level, rounded down, with a minimum of one spell.
Do artificers get spells back on short rest?
The artificer table displays the number of spell slots and their level, which can be expended to cast a spell. These slots are regained after a long or short rest by recharging the artificer power stone. Artificers focus on inventions, magi-tech, and artefacts over spells, but can cast a limited number of spells powered by their power stone. Starting at 1st level, they know one spell from the artificer spell list.
Intelligence is the spellcasting ability for artificer spells, learned through study and memorization. It is used when a spell refers to the spellcasting ability and when setting the saving throw DC for a spell or invention.
When can artificers make magic items?
After a long rest, you can imbue a nonmagical object with an artificer infusion, turning it into a magic item. The infusion works on specific objects and you can attune yourself to it immediately. If you decide to attune later, you must follow the normal process. The infusion remains in the item indefinitely, but it vanishes after a minimum of one day after death or if you give up knowledge of the infusion.
You can infuse more than one nonmagical object at the end of a long rest, but each infusion can only be in one object at a time. No object can bear more than one infusions at a time. If you exceed your maximum number of infusions, the oldest infusion ends immediately, and the new one applies.
How many spells does a level 1 artificer get?
At the 1st level, you know two cantrips from the Artificer Spell List, and at higher levels, you learn additional cantrips. As you gain a level, you can replace one cantrip with another from the artificer spell list.
The Artificer table shows the number of 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.
To prepare a list of Artificer Spells, choose a number 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.
Your Intelligence is your spellcasting ability for your Artificer Spells, and your understanding of the theory behind magic allows you to wield these spells with superior skill. 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.
Where do artificers get their magic?
Artificers were a rare type of arcane spellcaster who used magic like a mason would use a chisel to create marvels. They learned to wield their magic through mastering sigils, diagrams, and magical ingredients. They infused objects with arcane power, making them powerful crafters and healers. Artificers invented cutting-edge problems and tried to solve them loudly, often with collateral damage. Regardless of their race or origin, artificers were generally known to worship the god Gond, with some worshipping deities related to their craft or knowledge pursuits, while others worshipped gods of magic. Some artificers aligned themselves with universities or wizard enclaves, focusing on their craft and knowledge.
What do artificers get at level 5?
Artificer spells are created using tools, specifically thieves’ or artisan’s tools, which require proficiency in the tool. Once you gain the Infuse Item feature at 2nd level, you can use any item bearing one of your infusions as a spellcasting focus. At 1st level, you know two cantrips of your choice from the artificer spell list, and at higher levels, you learn additional artificer can trips.
To cast an artificer spell 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. To prepare a list of artificer spells, choose a number 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.
Changing your prepared spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list. Intelligence is your spellcasting ability for the spells you cast with your Artificer features.
LEVEL 2: INFUSE ITEM (): You have gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items. You can pick four Artificer Infusions to learn when you gain this feature. When you reach certain levels in this class, you can replace one of the artificer infusions you learned with a new one.
When you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain types of objects, and if the item requires attunement, you can do so immediately.
📹 HOW TO PLAY ARTIFICER (again)
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Catnap is very useful when combined with Rope Trick. The Party chills out safely in hostile territory and gets a short rest unmolested. And still has 50 minutes free to do prep work, use healers kits, eat goodberrys, cast healing spells, make cunning plans, cast scrying spells (/use abilities), use ritual magic (plus 10 minutes, no spell slot used!),.. and situationally have the archers lean out and rain fire at any passers-by. And if someone’s familiar has been splattered, they can use the full hour to get a new one, assuming they’ve gotten over the loss emotionally. Or just end it early and in only 15 minutes tops you’re back…… and ready for more. That’s extremely useful in time constraint situations where you have an hour or so to stop the BBEG’s ritual, so you have no time for normal breaks (such as The Gauntlet). It’s great for just before the Boss encounter. And since the Artificer usually won’t be casting spells in combat as they’ll be using weapons and ‘pets’ for damage dealing, it’s no great loss for them to burn those spell slots. Earn that “best Party support” trophy. 🏆