5e Artificer

Last 3 Edits

April 29th, 2021.

  • Added references & subclasses from Tasha's Cauldron of Everything.

April 8th, 2020

  • Added section on Spells.

March 2nd, 2020

  • Added Armorer subclass.



Found in Tasha's Cauldron of Everything & Eberron Rising from the Last War, both Wizards of the Coast.


Armor: Light armor, medium armor, shields
Weapon Groups: Artiificers are only proficient in the Simple weapons from their chosen groups. Choose 5 weapon groups from: Axes & Picks, Blowguns; Brawling; Clubs & Staffs; Crossbows; Hammers & Maces; Hooks & Sickles; Pistols; Rifles & Carbines; Shields; Short Blades; Siege & Heavy Weapons; Thrown & Slings, Whips Nets & Chains.
Tools, Items, Vehicles, etc: Thieves' tools, tinker's tools, one type of artisan's tools of your choice.

Saving Throws: Constitution, Intelligence
Skills: Choose 2 from Arcana, History, Investigation, Medicine, Nature, Perception and Sleight of Hand.


More infusions can be found in the following resources:

Unearthed Arcana Feb20

SUBCLASSES (Artificer Specialties)

  1. Alchemist. (Eberron Rising from the Last War p58 & Tasha's Cauldron of Everything p14, Wizards of the Coast).
  2. Armorer (Tasha's Cauldron of Everything p15, Wizards of the Coast).
  3. Artillerist. (Eberron Rising from the Last War p59 & Tasha's Cauldron of Everything p17, Wizards of the Coast).
  4. Battle Smith. (Eberron Rising from the Last War p60 & Tasha's Cauldron of Everything p19, Wizards of the Coast).

There are MANY more subclasses here on the 5E SRD website

There are MANY more subclasses on the DMsGuild. Feel free to try one of those too.


Appearance of Spells and How Spells are Cast
Artificer spells are rather unique in that they are often the effects of a contraption, device or potion they have created. They use tools or kits as components. An artificer should note what each casting of a spell looks like in the world. It would be worth jotting next to each spell how it looks. A lot of artificers love to give their gizmos unique names too, like Benezola's blinking belt instead of just the blink spell. This applies for cantrips too. Some spells or cantrips might simply be using your tools, like when casting the mending cantrip. (See the green text box on page 56 of Eberron Rising from the Last War for more on how your spells are cast). basically, bring a bit of fun steampunk to the game or alchemy for potions.

Number of Spells
Rather than have access to a massive list, which can be overwhelming and concept-reducing, artificers select spell lists with the following number of spells: 12 for spell levels 1-3; 8 for spell levels 4-6; 4 for spell levels 7-9. (Spells gained from other means do not count towards these limits).

Spell Lists and Selection
These spells could come from ANY spell list with a few restrictions. Use the Artificer Spell List on page 56 of Eberron Rising from the Last War as a guide, but be more guided about what gizmos and methods you use to create these effects. Alchemists might carry more portions, whereas a battlesmith could have gun-like gizmos. Most spells will also be on the Wizard spell list.

Generally avoid spells that deal radiant, necrotic or psychic damage, spells that manipulate nature and creatures, and spells with mind-affecting results. There could be exceptions, based on the way you describe your spell.

So, an artificer has a smaller spell list than listed in Eberron Rising from the Last War, but more freedom on spell choice.

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