Artificers are a spellcasting class similar to paladins or rangers, who gain access to new spell levels at half the rate of full level spells. They can add two wizard spells of their choice to their spellbook each time they gain a wizard level. To cast a spell, an artificer might use alchemist’s supplies to create a potent elixir, calligrapher’s supplies to inscribe a sigil of power, or tinker’s tools to craft a temporary spell.
Artificers can also ritual spells, which have the Ritual tag, allowing them to cast them even if they do not have them prepared. Good spell selection is crucial for an artificer, as they get surprisingly few prepared spells (level/2+Int). They can use thieves’ or artisan’s tools as their spellcasting focus.
The Artificer class features include Ability Score assignments and base proficiencies, as well as upper-tier features and 5th-level spells. The Artificer’s spell list takes a lot from the Wizard’s spell list but also includes several excellent options from the Cleric spell list. As they level up, they gain access to their higher level spell slots and their entire list of spells.
Artificers get their magic from their gadgets, which they can reconfigure to create different spells. They don’t learn magic from spell scrolls, books, or gods. 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 other methods.
📹 Davvy’s D&D 5e Artificer Spell Guide
Are there artificer exclusive spells?
In the fifth edition of the game, each spellcasting class has a distinct spell. The UA (unpublished adventure) artificer, however, had an arcane weapon, though the spell was never officially printed.
Can an artificer learn new spells?
Artificers, like clerics, are capable of preparing any spell from their list of available spells, regardless of the level of the spell.
What spells can artificers use?
A new PageSpell should be created and named “School Range.” This new PageSpell should consist of the following components: Fire Bolt, Evocation, 120 feet of Frostbite, 60 feet of Green-Flame Blade, Evocation, Self (5-foot radius), and Guidance & Divination & Touch.
Can an artificer build a gun?
An Artificer can acquire a Pistol from a nearby blacksmith or craft one themselves, infusing it with Repeating Shot and grabbing a Shield to become a potent long-ranged combatant. They can also bring a weapon of their choice to a blacksmith to be enhanced into their Weapon +1, +2, or +3 Variants. Weapon +1 and its variants can overcome resistance to non-magical damage, and the Artificer gains a bonus to Attack Rolls and Damage Rolls.
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.
Can an artificer make a homunculus?
At 4th level, an artificer can create a homunculus using the Craft Construct feat, following the same spell requirements as magic items. They must pay the usual gold and XP costs, but can use points from their craft reserve. They can upgrade an existing homunculus by adding 1 Hit Die for 2, 000 gp and 160 XP. If the homunculus has more than 6 Hit Dice, it becomes a Small creature and advances as described in the Monster Manual. It gains 10 extra hit points for being a Small construct. A homunculus can have as many Hit Dice as its master’s Hit Dice minus 2.
Can an artificer make a wand of magic missile?
An artificer can create a magic item without access to the necessary spells, but must perform a successful Use Magic Device check (DC 20 + caster level) to emulate each spell required. For example, to create a first-level wand of magic missile, a check result of 21 or higher is required. To create a bottle of air, a check result of 27 or higher is needed. The artificer must check for each prerequisite for each item, and if they fail, they can try again each day until the item is complete. If the artificer fails to emulate a power, they can make one final check, but if it fails, the creation process fails, resulting in the loss of time, money, and XP spent on crafting the item.
How many spells can a level 1 artificer learn?
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.
Can artificer cast Wizard spells?
The artificer spell list is a portion of the wizard spell list with some key additions. It offers extra cantrips between the artificer and wizard cantrips, providing the same spellcasting power as a wizard in spells like magic missile and fireball. The artificer spells add healing magic with cure wounds, lesser restoration, and aid, making them useful for any build. Cure wounds is one of the best 1st level spells, and can be used to push a build into a full healer and support caster.
Heat metal is a situational damage spell that can ruin a heavily armored knight’s day, but is included on the artificer list. It is one of the strongest damage spells around applying 2d8 fire damage every turn for a low cost of a bonus action and one of the 2nd level spell slots.
📹 HOW TO PLAY ARTIFICER (again)
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