Base Class: Artificer
This sub-class has been designed to adhere as closely as possible to the updates in Unearthed Arcana 2024: The Artificer and Unearthed Arcana 2025: Eberron Updates. It incorporates not only the updates to the Artillerist but also the relevant changes to the Artificer class features. Class features have been added or overwritten where applicable. Below is a summary of the updates.
Class Updates:
- Tinker's Magic replaces Magical Tinkering, providing the Mending cantrip and allowing the Artificer to craft low-cost items quickly.
- Spellcasting now allows the Artificer to change one cantrip after each Long Rest.
- Replicate Magic Item replaces Infuse Item and allows the Artificer to replicate any magic item of a qualifying rarity and item type.
- Magic Item Tinker replaces Tool Expertise and lets you turn a magic item into a spell slot, recharge magic items by expending spell slots, and transform one magic item into another.
- Flash of Genius is now used in response to an ability check or saving throw failure.
- Spell-Storing Item has been updated to include 3rd-level Artificer spells.
- Soul of Artifice no longer requires a Reaction to cheat death. It now restores you to 20 Hit Points instead of 1 and enhances ability checks.
Note: Due to limitations on D&D Beyond regarding the level at which subclass features are assigned, the following outdated features will remain unchanged on the character sheet for at least a few levels.
- Tool Expertise and Flash of Genius will appear unchanged until the Artificer reaches 9th level.
- Spell-Storing Item will appear unchanged until the Artificer reaches 15th level.
- Soul of Artifice will appear unchanged because it is gained after 15th level.
Sub-Class Updates:
- Tool Proficiency now allows the Artificer to craft magic wands faster.
- Eldritch Cannon now allows each cannon to use the Flamethrower, Force Ballista, and Protector options.
- Explosive Cannon now detonates as a Reaction, instead of an action, and its damage has been increased.
Magical Tinkering
Once the cornerstone of apprentice artificers, this method of tinkering is now considered inefficient and obsolete. The constructs and effects created using this technique fade quickly and were limited in scope. Modern artificers have since transitioned to more stable practices like Tinker’s Magic, which allow for lasting enchantments and direct access to cantrips such as Mending. Instructors today only reference this technique as a historical curiosity.
Tinker's Magic
As an 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:
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.
Artificer Infusions
This approach to infusions relied on fixed blueprints of limited scope, requiring artificers to predefine which effects they could replicate. While once a breakthrough in its time, the infusion system fell out of favor due to its lack of adaptability. With the introduction of Replicate Magic Item, modern artificers instead draw from a broader catalog of magic items based on rarity, combining creativity with arcane efficiency. The old infusion charts now gather dust in academy vaults.
Infuse Item
Once regarded as a core feature of artificer fieldwork, Infuse Item relied on a rigid system of fixed infusions and limited item flexibility. It required artificers to preselect specific magical effects, many of which became obsolete as arcane theory advanced. This method lacked the versatility demanded by modern adventuring, leading to the widespread adoption of Replicate Magic Item—a system allowing real-time creation of magic items based on rarity and utility. Today, Infuse Item is used primarily as a teaching tool for historical technique comparisons, often dismissed as “arcane bureaucracy in action.”
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 table. 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. 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.
Ring of Feather Falling
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.
Alchemy Jug
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. The jug sloshes when it is shaken, even if the jug is empty.
You can take a Magic action and name one liquid from the Alchemy Jug Liquids table to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as a Utilize action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
Armor (+1)
You have a +1 bonus to AC while wearing this armor.
Armor (+2)
You have a +2 bonus to AC while wearing this armor.
Armor of Resistance
You have Resistance to one type of damage while you wear this armor.
Arrow-Catching Shield
You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC.
Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead.
Bag of Holding
This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action.
If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.
Placing a Bag of Holding inside an extradimensional space created by a Heward's Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened.
Boots of Elvenkind
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks.
Boots of the Winding Path
While wearing these boots, you can take a Bonus Action to teleport up to 15 feet to an unoccupied space you can see. You must have occupied that space at some point during the current turn.
Cap of Water Breathing
While wearing this cap underwater, you can take an Action to create a bubble of air around your head. This bubble allows you to breathe normally underwater. This bubble stays with you until the cap is removed or you are no longer underwater.
Cloak of Elvenkind
While you wear this cloak, Wisdom (Perception) checks made to perceive you have Disadvantage, and you have Advantage on Dexterity (Stealth) checks.
Cloak of the Manta Ray
While wearing this cloak, you can breathe underwater, and you have a Swim Speed of 60 feet.
Common Magic Item
The item cannot be a Potion, a Scroll, or cursed.
You can learn this option multiple times and must select a different item each time; each item selected counts as a different plan.
Dagger of Venom
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
You can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can't be used this way again until the next dawn.
Elven Chain
You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack training with Medium or Heavy armor.
Eyes of Charming
These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 or more charges to cast charm person (save DC 13). For 1 charge, you cast the level 1 version of the spell. You increase the spell's level by one for each additional charge you expend. The lenses regain all expended charges daily at dawn.
Eyes of Minute Seeing
These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to examine something within that range.
Flame Tongue
While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.
Gloves of Thievery
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Goggles of Night
While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.
Lantern of Revealing
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's Bright Light. You can take a Utilize action to lower the hood, reducing the lantern's light to Dim Light in a 5-foot radius.
Mind Sharpener
The item has 4 charges. When you fail a Constitution saving throw to maintain Concentration, you can take a Reaction and expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.
Pipes of Haunting
These pipes have 3 charges and regain 1d3 expended charges daily at dawn. You can take a Magic action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. A creature that fails the save repeats it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its save is immune to the effect of these pipes for 24 hours.
Rare Wondrous Item that isn't cursed
You can learn this option multiple times and must select a different item each time; each item selected counts as a different plan.
Repulsion Shield
You gain a +1 bonus to Armor Class while wielding this shield.
The shield has 4 charges. While holding it, you can take a Reaction immediately after being hit by a melee attack roll to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.
Ring of Free Action
While you wear this ring, Difficult Terrain doesn't cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition.
Ring of Jumping
While wearing this ring, you can cast Jump from it, but can target only yourself when you do so.
Ring of Mind Shielding
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
Ring of Protection
You gain a +1 bonus to Armor Class and saving throws while wearing this ring.
Ring of the Ram
This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges to make a ranged spell attack against one creature you can see within 60 feet of yourself. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 Force damage and is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring's charges as a Magic action to try to break a nonmagical object you can see within 60 feet of yourself that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Ring of Water Walking
While wearing this ring, you cast water walk from it, targeting only yourself.
Rope of Climbing
This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination you choose, up to the rope's length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its destination or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.
If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope.
The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.
Sending Stones
Sending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast sending from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone, and you don't cast the spell.
Once Sending is cast using either stone, the stones can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Shield (+1)
While holding this Shield, you have a +1 bonus to Armor Class, in addition to the Shield's normal bonus to AC.
Shield (+2)
While holding this Shield, you have a +2 bonus to Armor Class, in addition to the Shield's normal bonus to AC.
Spell-Refueling Ring
While wearing this ring, you can recover one expended spell slot as a Bonus Action. The recovered slot can be of level 3 or lower. Once used, the ring can't be used again until the next dawn.
Uncommon Wondrous Item that isn't cursed
You can learn this option multiple times and must select a different item each time; each item selected counts as a different plan
Wand of Magic Detection
This wand has 3 charges. While holding it, you can expend 1 charge to cast detect magic from it. The wand regains 1d3 expended charges daily at dawn.
Wand of Magic Missiles
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell's level by 1 for each additional charge you expend.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand of Secrets
This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you.
Wand of the War Mage (+1)
While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore Half Cover when making a spell attack roll.
Wand of the War Mage (+2)
While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore Half Cover when making a spell attack roll.
Weapon (+1)
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Weapon (+2)
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Wraps of Unarmed Power (+2)
While wearing these wraps, you have a +2 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.
Tool Proficiency
3rd-level Artillerist feature
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.
In addition, when you craft a magic Wand, the amount of time required to craft it is halved.
Magic Item Tinker
Your Replicate Magic Item feature gains the following options.
Charge Magic Item. As a Bonus Action, you can touch a magic item within 5 feet of yourself that you created with Replicate Magic Item and uses charges. You recharge the item and expend a level 1+ spell slot. The number of charges an item regains is equal to the level of spell slot expended.
Drain Magic Item. As a Bonus Action, you can touch a magic item within 5 feet of yourself that you created with Replicate Magic Item and cause the item to vanish, converting its magical energy into a spell slot. The slot is level 1 if the item is Common or level 2 if the item is Uncommon or Rare. Once you use this feature, you can't do so again until you finish a Long Rest. Any spell slot you create with this feature vanishes when you finish a Long Rest.
Transmute Magic Item. As an Action, you can touch one magic item within 5 feet of yourself that you created with Replicate Magic Item and transform it into a different magic item. The resulting item must be based on a magic item plan you know. Once you use this feature, you can't do so again until you finish a Long Rest.
Artillerist Spells
3rd-level Artillerist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artillerist Spells
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Eldritch Cannon
3rd-level Artillerist feature
Using Woodcarver's Tools or Smith's Tools, you can take an 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, which includes your choice of legs or wheels. It disappears if it is reduced to 0 Hit Points or after 1 hour. You can dismiss it early as an 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 your cannon is present.
The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
Eldritch Cannons
| Cannon | Activation |
|---|---|
|
Flamethrower |
The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. |
|
Force Ballista |
Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 + your Intelligence modifier force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. |
|
Protector |
The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1). |
Arcane Firearm
5th-level Artillerist feature
You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver’s tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.
You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.
Flash of Genius
When you or a creature you can see within 30 feet of you fails an ability check or a saving throw, you can take a Reaction to add a bonus to the roll, potentially causing it to succeed. The bonus equals your Intelligence modifier.
You can take this Reaction a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Explosive Cannon
9th-level Artillerist feature
Every Eldritch Cannon you create is now more destructive. You gain the following benefits:
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Detonate. When your cannon is reduced to 0 Hit Points, you can take a Reaction to command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d10 Force damage on a failed save or half as much damage on a successful one.
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Firepower. The cannon's damage rolls increase by 1d8.
Tool Expertise
This legacy technique doubled down on precision with artisan's tools, but ignored the growing field of dynamic item manipulation. While useful for crafting, it provided no means for converting arcane energy directly. Most artificers now favor Magic Item Tinker, which allows not only the transformation of magic items into spell slots, but also full reconfiguration and recharging of those items. Tool Expertise remains a hallmark of traditionalists, but has no place in modern deployment models.
Spell-Storing Item
Whenever you finish a 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 level 1, 2, or 3 Artificer spell that has a casting time of an action and doesn't require a Material component that is consumed by the spell (you needn't have the spell prepared).
While holding the object, a creature can take action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires Concentration, the creature must concentrate. Once a creature has used the object to produce the spell's effect, the object can't be used this way again until the start of the creature's next turn.
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.
Fortified Position
15th-level Artillerist feature
You’re a master at forming well-defended emplacements using Eldritch Cannon:
- You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
- You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can’t create a third cannon while you have two.
Previous Versions
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6/26/2025 3:39:28 AM
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5
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Coming Soon
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6/26/2025 5:57:51 PM
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3
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3
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1.1
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Coming Soon
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