Character Class · Invention, Craft and Practical Magic

The Artificer — Architects of Arcane Ingenuity

Artificers are makers, investigators and magical engineers. They solve problems with knowledge, preparation, tools and devices: reinforced armour, alchemical medicines, warded locks, siege engines, measuring instruments, constructed companions and temporary magical inventions.

Artificer working with a brass astronomical and magical instrument in a fifteenth-century workshop
The Artificer combines magic, engineering, craft and practical experimentation.
× Artificer working in a fifteenth-century magical workshop

Choose an Artificer if you want a character who understands how things work and can turn that knowledge into practical advantages for the whole party.

An Artificer may be a guild engineer, gunsmith, armourer, alchemist, physician, clockmaker, surveyor, navigator, siege specialist, apothecary, mine engineer or independent inventor. What unites them is not a particular technology but an approach: observe the problem, understand its workings, then build the answer.

Artificers treat magic as something that can be studied, measured, prepared, contained and worked through material objects. Their inventions may use wood, iron, bronze, parchment, glass, leather, alchemical compounds, gears, cord, armour plates, powder, engraved wards or other materials appropriate to their craft.

Primary AbilityIntelligence
Party RoleProblem-solver, magical support, investigator, crafter and specialist combatant.
Typical EquipmentTools, armour, crossbows or firearms where available, measuring instruments, alchemical supplies and field-made devices.
Campaign Present1454 CE
Best ForPlayers who enjoy preparation, improvisation, equipment, investigation and practical solutions.

Creating an Artificer

First decide what your character made or repaired before becoming an adventurer. A good Artificer concept begins with a profession or problem-solving tradition rather than with a collection of gadgets.

Then choose how your character learned. Artificers may be trained through guild apprenticeship, private masters, universities, court scholars, military workshops, civic schools, craft households or independent magical circles.

Finally, choose your specialisation. An Alchemist changes the body and materials. An Armourer turns protection into a magical system. A Bombardier controls force, powder and range. A Construct-Smith creates mechanical or magical assistants. A Cartographer masters measurement, navigation and distance.

Artificer Rules by Edition

Choose the ruleset used by your campaign. Each tab contains a complete version of the class for that edition. Do not combine progression, Device Designs, spell systems or specialisation rules between editions unless the GM deliberately creates a hybrid version.

Artificer — 5.5e / 2024-Compatible

This is an original Artificer class written for the 2024 rules framework. It does not reproduce the separately published official Artificer class.

Hit Point Die: d8 per Artificer level.

Hit Points at 1st Level: 8 + your Constitution modifier.

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier for each Artificer level after 1st.

Primary Ability: Intelligence.

Saving Throw Proficiencies: Constitution and Intelligence.

Armour: Light armour, medium armour and Shields.

Weapons: Simple weapons.

Tools: Thieves’ Tools and two Artisan’s Tool sets of your choice.

Skills: Choose two: Arcana, History, Investigation, Medicine, Nature, Perception or Sleight of Hand.

Firearm proficiency is not automatically granted. Firearms exist in the campaign, but access and proficiency depend on training, homeland, law and supply.

Starting Equipment

Choose either starting wealth allowed by your campaign or the following equipment: scale mail or leather armour; a light crossbow and 20 bolts or two simple weapons; Thieves’ Tools; one Artisan’s Tool set with which you are proficient; a scholar’s pack; and 15 gp.

Level PB Features Active Designs Cantrips 1st 2nd 3rd 4th 5th
1+2Workshop Magic, Practical Spellcasting22
2+2Device Designs222
3+2Specialisation, Field Workshop223
4+2Feat223
5+3Specialisation Feature2242
6+3Rapid Refit3242
7+3Calculated Intervention3243
8+3Feat3243
9+4Specialisation Feature32432
10+4Superior Designs43432
11+4Stored Working43433
12+4Feat43433
13+5434331
14+5Greater Workshop534331
15+5Specialisation Feature534332
16+5Feat534332
17+65343331
18+6Grand Designs6343331
19+6Epic Boon6343332
20+6Master of Wonders6343332

Workshop Magic — Level 1

You understand the magical behaviour of worked materials. You gain proficiency with one additional Artisan’s Tool set.

During a Long Rest, you can place minor magical functions on a number of Tiny nonmagical objects equal to your Intelligence modifier, minimum one. Choose one function for each object:

  • Produce steady light sufficient for a small workspace.
  • Remain safely warm or cool enough to protect ordinary workshop contents.
  • Display a maker’s mark visible only when touched.
  • Tick, vibrate or change colour after a period of up to 8 hours.
  • Indicate level, plumb, direction or elapsed time.

These effects end at your next Long Rest or when you dismiss them. They cannot deal damage, reproduce a spell, create valuable material or function as permanent magic items.

Practical Spellcasting — Level 1

You cast Artificer spells through formulae, tools, temporary mechanisms, alchemical preparations and engraved wards. Intelligence is your spellcasting ability.

Spell Save DC = 8 + Proficiency Bonus + Intelligence modifier

Spell Attack Modifier = Proficiency Bonus + Intelligence modifier

Prepare a number of Artificer spells equal to your Intelligence modifier plus half your Artificer level, rounded down, minimum two. You can change your prepared spells when you finish a Long Rest.

You know two Artificer cantrips at 1st level and three at 10th level. Whenever you gain an Artificer level, you may replace one Artificer cantrip you know with another.

You may use an Artisan’s Tool set with which you are proficient as your spellcasting focus. A prepared Artificer spell with the Ritual tag may be cast as a Ritual.

Device Designs — Level 2

At 2nd level, you learn three Device Designs. You learn one additional design at levels 6, 10, 14 and 18. Whenever you gain an Artificer level, you may replace one design you know with another design for which you meet the minimum level.

When you finish a Long Rest, build the number of active designs shown on the class table.

A device stops functioning when you replace it, finish your next Long Rest or die. Temporary class devices have no meaningful resale value and are not permanent magic items.

Unless a design states otherwise, any creature holding or wearing the device may activate it. Attacks and saving throws made through a device use your Artificer spell attack modifier or spell save DC. Limited uses belong to the device and are shared by all creatures using it.

You can maintain only one active copy of a particular Device Design unless the design specifically states otherwise.

Specialisation — Level 3

Choose Alchemist, Armourer, Bombardier, Construct-Smith or Cartographer. Your specialisation grants features at levels 3, 5, 9 and 15.

Field Workshop — Level 3

During a Short Rest, you can repair damaged mundane equipment if suitable tools and materials are available. Appropriate targets include weapons, shields, tools, locks, mechanisms and similar manufactured objects.

You also have Advantage on Intelligence checks made to understand mundane machines, locks, traps, siege engines and manufactured devices.

Rapid Refit — Level 6

Once per Long Rest, spend 10 minutes replacing one active Device Design with another design you know. At level 14, you may do this twice per Long Rest.

Calculated Intervention — Level 7

When you or a creature you can see within 30 feet fails an ability check or saving throw, you may use your Reaction to add your Intelligence modifier to the roll.

You may use this feature a number of times equal to your Proficiency Bonus and regain all uses when you finish a Long Rest.

Superior Designs — Level 10

You can learn level-10 Device Designs. The time required for mundane crafting that you personally perform is halved.

Stored Working — Level 11

When you finish a Long Rest, choose one prepared Artificer spell of level 1 or 2 with a casting time of an Action and no costly consumed material component.

Store the spell in a weapon, tool, piece of jewellery or handheld device. A creature holding the object can take a Magic action to produce the stored spell using your spellcasting modifier.

The object has a number of uses equal to your Intelligence modifier, minimum two. Unused activations disappear when you create another Stored Working or finish your next Long Rest.

Greater Workshop — Level 14

You can learn level-14 Device Designs. You also gain Expertise with two Artisan’s Tool sets with which you are proficient.

Grand Designs — Level 18

You can learn level-18 Device Designs. When you roll Initiative with no uses of Calculated Intervention remaining, regain one use.

Epic Boon — Level 19

Gain an Epic Boon feat for which you qualify, or another feat allowed by the campaign’s 2024 rules.

Master of Wonders — Level 20

At the end of every Short Rest, you can replace one active Device Design with another design you know.

Once per turn when you use an active Device Design or cast an Artificer spell through your tools, choose one:

  • Gain Temporary Hit Points equal to your Intelligence modifier.
  • Move up to 10 feet without provoking Opportunity Attacks.
  • Give one creature you can see within 30 feet +2 AC until the start of your next turn.

5.5e Device Designs

DesignMinimum LevelEffect
Surveyor’s Lens2Advantage on Intelligence (Investigation) checks concerning architecture, mechanisms, traps or manufactured objects.
Springline Grapnel2Launch a secure line to a solid point within 30 feet as an Action. It supports up to 500 pounds and can retract as a Bonus Action.
Field Crucible2After a Short Rest, produce one draught. A creature drinking it gains Temporary Hit Points equal to 1d6 + your Intelligence modifier.
Spark Coil2Action: ranged spell attack, 60 feet, 1d8 Lightning damage. Damage becomes 2d8 at level 11 and 3d8 at level 17.
Warding Buckle2When hit by an attack, use your Reaction to gain +2 AC against that attack. Uses equal your Proficiency Bonus per Long Rest.
Preservation Flask2Contents remain at a chosen safe temperature, and ordinary food, medicine, blood samples or alchemical ingredients do not spoil while sealed inside.
Aegis Plate6While worn, gain +1 AC. A creature can benefit from only one Aegis Plate.
Medical Reservoir6Three charges. Action: expend one charge to restore 1d8 + Intelligence modifier Hit Points to a touched creature. Charges return after a Long Rest.
Smoke Condenser6Once per Long Rest, create a 10-foot-radius Heavily Obscured cloud within 30 feet for 1 minute. Wind can disperse it.
Manipulator Hand6Manipulate unattended objects weighing up to 20 pounds at a range of 30 feet. It cannot attack or activate magic items.
Wing Harness10Once per Long Rest, gain a Fly Speed of 30 feet for 10 minutes.
Force Ram10Once per Short or Long Rest, project a 30-foot line. Dexterity save; 4d6 Force damage and pushed 10 feet on failure, half damage and no push on success.
Null Key10Advantage on checks and saves against magical locks and traps. Once per Long Rest, make an Intelligence check against DC 10 + spell level to suppress one magical lock for 1 minute.
Phase Dial14Bonus Action: teleport up to 30 feet to a space you can see. Uses equal Intelligence modifier per Long Rest, minimum one.
Restoration Engine14Once per Long Rest, take an Action to touch a creature and end Charmed, Frightened, Paralyzed or Poisoned on it.
Bastion Frame14Bonus Action: deploy a waist-high defensive frame in an adjacent space. It provides Half Cover to creatures immediately behind it and lasts 10 minutes.
Master Transit Rig18Once per Long Rest, you and up to five willing creatures within 10 feet teleport to a location you can see within 500 feet.
Emergency Reconstructor18Once per Long Rest, when a creature within 5 feet would drop to 0 Hit Points, use your Reaction to leave it at 1 Hit Point instead.

5.5e Artificer Specialisations

Alchemist

You specialise in medicines, solvents, acids, dyes, metals, smoke, heat, poisons, distillation and magical reactions.

Level 3 — Reagent Dice. You have a pool of d6 Reagent Dice equal to your Proficiency Bonus. As a Bonus Action, spend one die to do one of the following: restore Hit Points equal to the die + Intelligence modifier to a creature within 5 feet; grant that amount as Temporary Hit Points; or add the die as Acid, Fire or Poison damage to one damage roll you make that turn. Regain all dice after a Long Rest.

Level 5 — Catalysis. Once per turn when an Artificer spell or Reagent Die restores Hit Points or deals Acid, Fire or Poison damage, add your Intelligence modifier to one roll.

Level 9 — Emergency Antidote. When you use a Reagent Die to restore Hit Points, you may also end Poisoned on the target. Once per Long Rest, you may instead end one disease or one nonmagical poison without spending a die.

Level 15 — Grand Distillation. You gain Resistance to Acid and Poison damage and Advantage on saving throws against Poisoned. Your Reagent Dice become d10s.

Armourer

You specialise in articulated armour, hidden fittings, counterweights, wards, shock absorbers and magical reinforcement.

Level 3 — Arcane Harness. During a Long Rest, modify one suit of armour with which you are proficient. It becomes your Arcane Harness and may serve as your spellcasting focus. Choose Bulwark or Skirmisher.

Bulwark: Once per round when an attack hits you while wearing your Arcane Harness, reduce the damage by your Intelligence modifier, minimum 1.

Skirmisher: Your Speed increases by 10 feet, and standing from Prone costs only 5 feet of movement.

Level 5 — Harness Assault. You can attack twice instead of once whenever you take the Attack action while wearing your Arcane Harness.

Level 9 — Reconfigurable Harness. You know both Bulwark and Skirmisher. Whenever you finish a Short or Long Rest, choose which configuration is active.

Level 15 — Perfected Harness. While Bulwark is active, its damage reduction becomes twice your Intelligence modifier. While Skirmisher is active, you gain a Climb Speed equal to your Speed and can move across vertical surfaces during your turn without falling until the turn ends.

Bombardier

You specialise in powder, pressure, incendiaries, projectiles, demolition and controlled force.

Level 3 — Portable Engine. During a Long Rest, build one Portable Engine. As an Action, choose one firing mode. Its save DC equals your spell save DC.

ModeEffect
Shrapnel15-foot cone; Dexterity save; 2d6 Piercing damage, half on success.
ConcussionOne creature within 60 feet; ranged spell attack; 2d8 Thunder damage and push 5 feet.
SmokeCreate a 10-foot-radius Heavily Obscured smoke cloud within 60 feet until the start of your next turn.

You may fire the engine a number of times equal to your Proficiency Bonus per Long Rest.

Level 5 — Rangefinder. Once per turn, add 1d8 to one damage roll made by your Portable Engine or an Artificer spell with a range greater than Touch.

Level 9 — Breach Mastery. Your Portable Engine deals double damage to unattended objects and structures. Shrapnel and Concussion each gain one additional damage die.

Level 15 — Grand Bombard. Once per Long Rest, choose a point within 120 feet. Creatures in a 20-foot-radius sphere make a Dexterity save, taking 8d6 Fire or Thunder damage on failure or half on success.

Construct-Smith

You build practical companions: carriers, scouts, climbing machines, assistants, lifting frames and guardians.

Level 3 — Crafted Companion. At the end of a Long Rest, build a Small construct. Choose Carrier, Scout or Guard.

Creature TypeSmall Construct
Armour Class13 + your Proficiency Bonus
Hit Points5 + five times your Artificer level
Speed30 feet
STR12 (+1)
DEX14 (+2)
CON14 (+2)
INT6 (−2)
WIS12 (+1)
CHA6 (−2)
Saving ThrowsDexterity +2 + PB, Constitution +2 + PB
SensesDarkvision 60 feet; Passive Perception 11
LanguagesUnderstands the languages you speak but cannot speak
Construct StrikeYour spell attack modifier to hit, reach 5 feet, one target; 1d6 + your Proficiency Bonus Bludgeoning, Piercing or Slashing damage, chosen when built.

The companion acts immediately after your turn. Unless you use a Bonus Action to command it, it takes the Dodge action.

If reduced to 0 Hit Points, it becomes inert. You can repair or rebuild it when you finish a Long Rest while you have appropriate tools. You can have only one Crafted Companion at a time.

Carrier: counts as one size larger for carrying and can Help with Strength checks.

Scout: has a Climb Speed of 30 feet and Advantage on Perception checks relying on sight.

Guard: when a creature within 5 feet of it is attacked, it may use its Reaction to impose Disadvantage on that attack.

Level 5 — Coordinated Attack. When you take the Attack action, you can attack twice, or attack once and command your companion to attack without using your Bonus Action.

Level 9 — Repair Matrix. When your companion is within 5 feet, you can use a Bonus Action and expend a spell slot to restore 2d8 Hit Points per slot level to it or another construct.

Level 15 — Master Construct. Your companion’s attack deals 2d6 + PB damage, its AC increases by 2, and it gains Resistance to Bludgeoning, Piercing and Slashing damage from nonmagical attacks.

Cartographer

You specialise in measurement, maps, navigation and the magical manipulation of distance.

Level 3 — Living Atlas. You always know north while on the Material Plane and cannot become lost by nonmagical means while carrying your own maps. You gain proficiency with Cartographer’s Tools; if already proficient, gain Expertise.

After a Long Rest, mark a number of locations equal to your Intelligence modifier. Each mark must be a place you personally visited during the previous 24 hours. You always know the direction to each mark while within 10 miles.

Level 5 — Short Road. After casting an Artificer spell or using a Device Design, teleport up to 10 feet to an unoccupied space you can see. Uses equal your Proficiency Bonus per Long Rest.

Level 9 — Relay Mark. When you use Short Road, you may instead teleport one willing creature you can see within 30 feet up to 15 feet.

Level 15 — Folded Distance. Once per Long Rest, as an Action, teleport yourself and up to five willing creatures within 10 feet to a location you can see or one of your Living Atlas marks within 1 mile.

5.5e Artificer Spell List

Cantrips

Acid Splash, Guidance, Light, Mending, Mage Hand, Message, Prestidigitation, Ray of Frost, Resistance and Shocking Grasp.

1st Level

Alarm, Cure Wounds, Detect Magic, Disguise Self, Expeditious Retreat, Faerie Fire, False Life, Feather Fall, Grease, Identify, Jump, Longstrider and Sanctuary.

2nd Level

Aid, Alter Self, Arcane Lock, Continual Flame, Darkvision, Enhance Ability, Enlarge/Reduce, Invisibility, Levitate, Magic Weapon, Protection from Poison, Rope Trick, See Invisibility and Spider Climb.

3rd Level

Dispel Magic, Fly, Haste, Protection from Energy, Sending, Water Breathing and Water Walk.

4th Level

Arcane Eye, Fabricate, Freedom of Movement, Greater Invisibility and Stone Shape.

5th Level

Creation, Greater Restoration, Passwall, Telekinesis and Wall of Stone.

Artificer — 5e / 2014-Compatible

This version uses the 2014-style 5e action economy and advancement structure while retaining the same original class identity.

Hit Die: d8.

Hit Points at 1st Level: 8 + your Constitution modifier.

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier for each Artificer level after 1st.

Saving Throws: Constitution, Intelligence.

Armour: Light armour, medium armour, shields.

Weapons: Simple weapons.

Tools: Thieves’ Tools and two artisan’s tool sets.

Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception and Sleight of Hand.

Starting Equipment

Choose either starting wealth appropriate to your campaign or the following: scale mail or leather armour; a light crossbow and 20 bolts or two simple weapons; Thieves’ Tools; one artisan’s tool set with which you are proficient; an explorer’s or scholar’s pack; and 15 gp.

LevelPBFeaturesActive Designs 1st2nd3rd4th5th
1+2Workshop Magic, Practical Spellcasting2
2+2Device Designs22
3+2Specialisation, Field Workshop23
4+2Ability Score Improvement23
5+3Specialisation Feature242
6+3Rapid Refit342
7+3Calculated Intervention343
8+3Ability Score Improvement343
9+4Specialisation Feature3432
10+4Superior Designs4432
11+4Stored Working4433
12+4Ability Score Improvement4433
13+544331
14+5Greater Workshop54331
15+5Specialisation Feature54332
16+5Ability Score Improvement54332
17+6543331
18+6Grand Designs643331
19+6Ability Score Improvement643332
20+6Master of Wonders643332

Workshop Magic

At 1st level, gain proficiency with one additional artisan’s tool set. After a long rest, you may place minor measuring, illumination, timing, temperature-control or maker’s-mark effects on a number of Tiny mundane objects equal to your Intelligence modifier, minimum one.

Practical Spellcasting

Spell Save DC = 8 + proficiency bonus + Intelligence modifier

Spell Attack Modifier = proficiency bonus + Intelligence modifier

Prepare a number of Artificer spells equal to your Intelligence modifier plus half your Artificer level, rounded down, minimum two. Artisan’s tools may serve as your spellcasting focus.

Cantrips

At 1st level, you know two Artificer cantrips. At 10th level, you know three. Whenever you gain an Artificer level, you may replace one Artificer cantrip you know with another.

Device Designs

At 2nd level, learn three Device Designs. Learn one additional design at levels 6, 10, 14 and 18. Whenever you gain an Artificer level, you may replace one known design with another for which you meet the minimum level.

After each long rest, build the number of active devices shown on the class table. They stop functioning at your next long rest or when replaced.

Unless a design states otherwise, a creature holding or wearing the device can activate it. Device attacks and saving throws use your Artificer spell attack modifier or spell save DC. Limited uses belong to the device and are shared by all creatures using it.

You can maintain only one active copy of a particular Device Design unless the design states otherwise.

Specialisation

Choose Alchemist, Armourer, Bombardier, Construct-Smith or Cartographer at 3rd level. Gain additional features at levels 5, 9 and 15.

Field Workshop

At 3rd level, you can repair appropriate mundane equipment during a short rest when tools and materials are available. You also have advantage on Intelligence checks made to understand a mundane machine, trap, lock, siege engine or manufactured mechanism.

Rapid Refit

At 6th level, once per long rest, spend 10 minutes replacing one active Device Design with another design you know. At 14th level, you may do this twice per long rest.

Calculated Intervention

At 7th level, when you or a creature within 30 feet fails an ability check or saving throw, use your reaction to add your Intelligence modifier to the result. Uses equal your proficiency bonus per long rest.

Superior Designs

At 10th level, gain access to level-10 designs and halve the time required for mundane crafting you perform yourself.

Stored Working

At 11th level, after a long rest, place one prepared 1st- or 2nd-level Artificer spell with a casting time of 1 action and no consumed costly component into a handheld object.

A creature holding the object may use an action to produce the spell using your spellcasting modifier. It has uses equal to your Intelligence modifier, minimum two, and expires at your next long rest.

Greater Workshop

At 14th level, gain expertise with two artisan’s tool sets and access to level-14 designs.

Grand Designs

At 18th level, gain access to level-18 designs. When you roll initiative with no Calculated Intervention uses remaining, regain one use.

Master of Wonders

At 20th level, you may replace one active design after every short rest. Once per turn after using an Artificer spell or Device Design, choose one:

  • Gain temporary hit points equal to your Intelligence modifier.
  • Move 10 feet without provoking opportunity attacks.
  • Grant a creature within 30 feet +2 AC until the start of your next turn.

5e Device Designs

DesignMinimum LevelEffect
Surveyor’s Lens2Advantage on Intelligence (Investigation) checks concerning architecture, mechanisms, traps or manufactured objects.
Springline Grapnel2Launch a secure line to a solid point within 30 feet as an action. It supports up to 500 pounds and can retract as a bonus action.
Field Crucible2After a short rest, produce one draught. A creature drinking it gains temporary hit points equal to 1d6 + Intelligence modifier.
Spark Coil2Action: ranged spell attack, 60 feet, 1d8 lightning damage. Damage becomes 2d8 at level 11 and 3d8 at level 17.
Warding Buckle2When hit by an attack, reaction to gain +2 AC against that attack. Uses equal proficiency bonus per long rest.
Preservation Flask2Contents remain at a chosen safe temperature and ordinary food, medicine, blood samples or alchemical ingredients do not spoil while sealed inside.
Aegis Plate6While worn, gain +1 AC. A creature can benefit from only one Aegis Plate.
Medical Reservoir6Three charges. Action: expend one charge to restore 1d8 + Intelligence modifier hit points to a touched creature. Charges return after a long rest.
Smoke Condenser6Once per long rest, create a 10-foot-radius heavily obscured cloud within 30 feet for 1 minute. Wind can disperse it.
Manipulator Hand6Manipulate unattended objects weighing up to 20 pounds at a range of 30 feet. It cannot attack or activate magic items.
Wing Harness10Once per long rest, gain a flying speed of 30 feet for 10 minutes.
Force Ram10Once per short or long rest, project a 30-foot line. Dexterity save; 4d6 force damage and pushed 10 feet on failure, half damage and no push on success.
Null Key10Advantage on checks and saves against magical locks and traps. Once per long rest, make an Intelligence check against DC 10 + spell level to suppress one magical lock for 1 minute.
Phase Dial14Bonus action: teleport up to 30 feet to a space you can see. Uses equal Intelligence modifier per long rest, minimum one.
Restoration Engine14Once per long rest, action to touch a creature and end charmed, frightened, paralyzed or poisoned on it.
Bastion Frame14Bonus action: deploy a waist-high defensive frame in an adjacent space. It provides half cover to creatures immediately behind it and lasts 10 minutes.
Master Transit Rig18Once per long rest, you and up to five willing creatures within 10 feet teleport to a location you can see within 500 feet.
Emergency Reconstructor18Once per long rest, when a creature within 5 feet would drop to 0 hit points, reaction to leave it at 1 hit point instead.

5e Artificer Specialisations

Alchemist

Level 3 — Reagent Dice. You have a pool of d6 Reagent Dice equal to your proficiency bonus. As a bonus action, spend one die to restore hit points equal to the die + Intelligence modifier to a creature within 5 feet, grant that amount as temporary hit points, or add the die as acid, fire or poison damage to one damage roll you make that turn. Regain all dice after a long rest.

Level 5 — Catalysis. Once per turn when an Artificer spell or Reagent Die restores hit points or deals acid, fire or poison damage, add your Intelligence modifier to one roll.

Level 9 — Emergency Antidote. When you use a Reagent Die to restore hit points, you may also end poisoned on the target. Once per long rest, you may instead end one disease or one nonmagical poison without spending a die.

Level 15 — Grand Distillation. You gain resistance to acid and poison damage and advantage on saving throws against being poisoned. Your Reagent Dice become d10s.

Armourer

Level 3 — Arcane Harness. During a long rest, modify one suit of armour with which you are proficient. It becomes your Arcane Harness and can serve as your spellcasting focus. Choose Bulwark or Skirmisher.

Bulwark: Once per round when an attack hits you while wearing your Arcane Harness, reduce the damage by your Intelligence modifier, minimum 1.

Skirmisher: Your speed increases by 10 feet, and standing from prone costs only 5 feet of movement.

Level 5 — Harness Assault. You can attack twice instead of once whenever you take the Attack action while wearing your Arcane Harness.

Level 9 — Reconfigurable Harness. You know both configurations. Whenever you finish a short or long rest, choose Bulwark or Skirmisher as the active configuration.

Level 15 — Perfected Harness. While Bulwark is active, its damage reduction becomes twice your Intelligence modifier. While Skirmisher is active, you gain a climb speed equal to your speed and can move across vertical surfaces during your turn without falling until the turn ends.

Bombardier

Level 3 — Portable Engine. During a long rest, build one Portable Engine. As an action, choose one firing mode. Its save DC equals your spell save DC.

ModeEffect
Shrapnel15-foot cone; Dexterity save; 2d6 piercing damage, half on success.
ConcussionOne creature within 60 feet; ranged spell attack; 2d8 thunder damage and push 5 feet.
SmokeCreate a 10-foot-radius heavily obscured smoke cloud within 60 feet until the start of your next turn.

You may fire the engine a number of times equal to your proficiency bonus per long rest.

Level 5 — Rangefinder. Once per turn, add 1d8 to one damage roll made by your Portable Engine or an Artificer spell with a range greater than touch.

Level 9 — Breach Mastery. Your Portable Engine deals double damage to unattended objects and structures. Its Shrapnel and Concussion damage each gain one additional damage die.

Level 15 — Grand Bombard. Once per long rest, choose a point within 120 feet. Creatures in a 20-foot-radius sphere make a Dexterity save, taking 8d6 fire or thunder damage on failure or half on success.

Construct-Smith

Level 3 — Crafted Companion. At the end of a long rest, build a Small construct. Choose Carrier, Scout or Guard.

Creature TypeSmall Construct
Armour Class13 + your proficiency bonus
Hit Points5 + five times your Artificer level
Speed30 feet
STR12 (+1)
DEX14 (+2)
CON14 (+2)
INT6 (−2)
WIS12 (+1)
CHA6 (−2)
Saving ThrowsDexterity +2 + PB, Constitution +2 + PB
SensesDarkvision 60 feet; passive Perception 11
LanguagesUnderstands the languages you speak but cannot speak
Construct StrikeYour spell attack modifier to hit, reach 5 feet, one target; 1d6 + proficiency bonus bludgeoning, piercing or slashing damage.

The companion acts immediately after your turn. Unless you use a bonus action to command it, it takes the Dodge action. If reduced to 0 hit points, it becomes inert.

You can repair or rebuild it after a long rest with appropriate tools. You can have only one Crafted Companion at a time.

Carrier: counts as one size larger for carrying and can Help with Strength checks.

Scout: has a climbing speed of 30 feet and advantage on Perception checks relying on sight.

Guard: when a creature within 5 feet of it is attacked, it may use its reaction to impose disadvantage on that attack.

Level 5 — Coordinated Attack. When you take the Attack action, you can attack twice, or attack once and command your companion to attack without using your bonus action.

Level 9 — Repair Matrix. When your companion is within 5 feet, use a bonus action and expend a spell slot to restore 2d8 hit points per slot level to it or another construct.

Level 15 — Master Construct. Your companion’s attack deals 2d6 + proficiency bonus damage, its AC increases by 2, and it gains resistance to bludgeoning, piercing and slashing damage from nonmagical attacks.

Cartographer

Level 3 — Living Atlas. You always know north while on the Material Plane and cannot become lost by nonmagical means while carrying your own maps. You gain proficiency with Cartographer’s Tools; if already proficient, double your proficiency bonus for checks using them.

After a long rest, mark a number of locations equal to your Intelligence modifier. Each mark must be a place you personally visited during the previous 24 hours. You always know the direction to each mark while within 10 miles.

Level 5 — Short Road. After casting an Artificer spell or using a Device Design, teleport up to 10 feet to an unoccupied space you can see. Uses equal proficiency bonus per long rest.

Level 9 — Relay Mark. When you use Short Road, you may instead teleport one willing creature you can see within 30 feet up to 15 feet.

Level 15 — Folded Distance. Once per long rest, as an action, teleport yourself and up to five willing creatures within 10 feet to a location you can see or to one of your Living Atlas marks within 1 mile.

5e Artificer Spell List

Cantrips

Acid Splash, Guidance, Light, Mending, Mage Hand, Message, Prestidigitation, Ray of Frost, Resistance and Shocking Grasp.

1st Level

Alarm, Cure Wounds, Detect Magic, Disguise Self, Expeditious Retreat, Faerie Fire, False Life, Feather Fall, Grease, Identify, Jump, Longstrider and Sanctuary.

2nd Level

Aid, Alter Self, Arcane Lock, Continual Flame, Darkvision, Enhance Ability, Enlarge/Reduce, Invisibility, Levitate, Magic Weapon, Protection from Poison, Rope Trick, See Invisibility and Spider Climb.

3rd Level

Dispel Magic, Fly, Haste, Protection from Energy, Sending, Water Breathing and Water Walk.

4th Level

Arcane Eye, Fabricate, Freedom of Movement, Greater Invisibility and Stone Shape.

5th Level

Creation, Greater Restoration, Passwall, Telekinesis and Wall of Stone.

Artificer — Pathfinder 1e-Compatible

Hit Die: d8.

Base Attack Bonus: 3/4 progression.

Good Saves: Fortitude and Will.

Poor Save: Reflex.

Skill Ranks: 4 + Intelligence modifier per level.

Primary Ability: Intelligence.

Class skills include Appraise, Craft, Disable Device, Fly, Heal, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (engineering), Knowledge (geography), Knowledge (local), Knowledge (nature), Knowledge (planes), Linguistics, Perception, Profession, Spellcraft and Use Magic Device.

LevelFeaturesActive DesignsMaximum Formula Level
1Practical Artifice, Formulae, Trap Mechanic1st
2Device Designs21st
3Specialisation21st
4Workshop Secret22nd
5Calculated Intervention +122nd
6Rapid Refit32nd
7Improved Workshop33rd
8Specialisation Feature, Workshop Secret33rd
9Calculated Intervention +233rd
10Superior Designs44th
11Stored Working44th
12Workshop Secret44th
13Specialisation Feature45th
14Greater Workshop55th
15Calculated Intervention +355th
16Workshop Secret56th
17Grand Designs56th
18Specialisation Feature66th
19Master Craftsman66th
20Master of Wonders66th

Practical Artifice

You gain proficiency with light armour, medium armour, shields, simple weapons and one martial weapon of your choice. You are proficient with artisan’s tools appropriate to your trained Craft skills. You do not automatically gain firearm proficiency.

Formulae

You learn magical formulae rather than preparing conventional spells. You may activate any formula you know. Formulae count as arcane spells for effects that interact with spells.

Your Formula Points equal your Artificer level + your Intelligence modifier, minimum 1. You regain all Formula Points after 8 hours of rest and one hour of preparation.

Activating a formula costs Formula Points equal to its spell level. 0-level formulae cost no points but otherwise follow Pathfinder’s normal cantrip rules.

Formula Save DC = 10 + formula level + Intelligence modifier

Your caster level equals your Artificer level. At 1st level, you know four 1st-level formulae plus a number equal to your Intelligence modifier. Learn two additional formulae whenever you gain an Artificer level.

Trap Mechanic

You can use Disable Device to disarm magical traps. Add half your Artificer level, minimum +1, to Perception checks made specifically to locate mechanical traps, concealed mechanisms and structural weaknesses.

Device Designs

At 2nd level, learn three Device Designs. Learn one additional design at levels 6, 10, 14 and 18. Whenever you gain an Artificer level, you may replace one known design with another for which you meet the minimum level.

Prepare the number of active designs shown on the class table after daily preparation.

Unless a design states otherwise, a creature holding or wearing the device may activate it. When a design requires a saving throw, use your Formula save DC. When it requires a caster-level check, use your Artificer caster level.

Limited uses belong to the device and are shared by all creatures using it.

Specialisation

Choose Alchemist, Armourer, Bombardier, Construct-Smith or Cartographer at level 3. Gain additional abilities at levels 8, 13 and 18.

Workshop Secret

At levels 4, 8, 12 and 16, choose one item-creation feat for which you qualify or one of the following workshop secrets:

  • Efficient Crafter: +2 competence bonus on one Craft skill.
  • Field Repair: repair mundane equipment in half normal time.
  • Arcane Appraiser: +2 on Spellcraft checks to identify magic items.
  • Mechanist: +2 on Disable Device and Knowledge (engineering).

Calculated Intervention

At level 5, as an immediate action, add +1 to an ally’s failed saving throw or skill check within 30 feet. The bonus rises to +2 at level 9 and +3 at level 15. Uses per day equal your Intelligence modifier, minimum one.

Rapid Refit

At level 6, once per day, spend 10 minutes changing one active Device Design to another design you know.

Improved Workshop

At level 7, you may take 10 on Craft checks even when distraction would normally prevent it.

Superior Designs

At level 10, gain access to level-10 designs.

Stored Working

At level 11, place one formula of 2nd level or lower into a handheld object during daily preparation. The object can activate it three times before your next daily preparation. Save DC and caster level use your statistics.

Greater Workshop

At level 14, gain access to level-14 designs. Masterwork artisan’s tools you personally use grant a +4 circumstance bonus on the relevant Craft check instead of their normal +2 circumstance bonus.

Grand Designs

At level 17, gain access to level-18 designs.

Master Craftsman

At level 19, you may take 20 on Craft checks without increasing the normal time required, provided failure during construction would not itself destroy irreplaceable materials.

Master of Wonders

At level 20, once per round after activating a formula or Device Design, choose one: gain temporary hit points equal to your Intelligence modifier; move 10 feet without provoking attacks of opportunity; or grant an ally within 30 feet a +2 dodge bonus to AC until your next turn.

Pathfinder 1e Device Designs

DesignMinimum LevelEffect
Surveyor’s Lens2+2 competence bonus on Appraise, Disable Device, Perception or Knowledge (engineering) checks concerning manufactured objects.
Springline Grapnel2Launch to a solid point within 30 feet as a standard action. Grants +5 circumstance bonus on appropriate Climb checks using the line.
Field Crucible2After resting at least 1 hour, produce one draught granting temporary hit points equal to 1d6 + Intelligence modifier for 1 hour.
Spark Coil2Ranged touch attack 60 feet dealing 1d6 electricity damage +1 per three Artificer levels, maximum +6.
Warding Buckle2Immediate action to gain +2 dodge AC against one attack. Uses per day equal Intelligence modifier, minimum one.
Preservation Flask2Grants +4 circumstance bonus on checks made to preserve stored biological or alchemical samples.
Aegis Plate6Grants +1 deflection bonus to AC.
Medical Reservoir6Three charges/day. Standard action touch heals 1d8 + Intelligence modifier hit points.
Smoke Condenser6Once/day, produces a 10-foot-radius smoke cloud providing concealment for 1 minute.
Manipulator Hand6Manipulates unattended objects of up to 20 pounds within 30 feet as a move action.
Wing Harness10Once/day, gain fly speed 40 feet, average manoeuvrability, for 10 minutes.
Force Ram10Three times/day, 30-foot line; Reflex save for half. Deals 4d6 force damage and pushes failed targets 5 feet.
Null Key10+4 competence bonus against magical locks and traps. Once/day, make a caster-level check to suppress one magical locking effect for 1 minute.
Phase Dial14Swift action: teleport up to 30 feet. Uses/day equal Intelligence modifier.
Restoration Engine14Once/day, remove frightened, paralyzed or poisoned from a touched creature, subject to effects that explicitly cannot be removed.
Bastion Frame14Move action to deploy. Grants cover to appropriately positioned creatures. Lasts 10 minutes.
Master Transit Rig18Once/day, transport yourself and up to five willing creatures to a visible location within 500 feet as a full-round action.
Emergency Reconstructor18Once/day, immediate action when an adjacent creature would fall below 0 hit points; it instead remains at 1 hit point.

Pathfinder 1e Specialisations

Alchemist

At level 3, gain a pool of Reagent Dice usable Intelligence modifier + 1 times per day. Healing or damage begins at 1d6, rises to 2d6 at level 8, 3d6 at level 13 and 4d6 at level 18. Reagents can restore hit points, grant temporary hit points, or deal acid, fire or poison damage as appropriate.

At level 8, add Intelligence modifier to one healing or qualifying damage roll. At level 13, a healing reagent may also remove the poisoned condition. At level 18, gain acid resistance 10 and poison resistance 10.

Armourer

At level 3, choose Bulwark or Skirmisher when preparing your modified armour. Bulwark grants DR 2/—. Skirmisher grants a +10-foot enhancement bonus to land speed.

At level 8, Bulwark becomes DR 3/—. At level 13, it becomes DR 4/—; Skirmisher gains +2 dodge AC. At level 18, Bulwark becomes DR 5/— and Skirmisher gains a climb speed equal to land speed.

Bombardier

At level 3, create a Portable Engine usable Intelligence modifier times per day. Shrapnel deals 2d6 damage in a 15-foot cone, Reflex half. Concussion is a ranged touch attack dealing 2d8 sonic damage. Smoke provides concealment in a 10-foot radius.

Damage increases by one die at levels 8 and 13. At level 18, Grand Bombard deals 8d6 fire or sonic damage in a 20-foot radius, Reflex half, once per day.

Construct-Smith

At level 3, create a Small construct companion with Hit Dice equal to your Artificer level, 3/4 BAB, good Fortitude and Reflex saves, construct traits, natural armour equal to +2 plus one per four Artificer levels, speed 30 feet and one natural attack dealing 1d6 damage.

Choose Carrier, Scout or Guard. Carrier counts as one size larger for carrying capacity. Scout gains a climb speed equal to land speed and +4 Perception. Guard may use an immediate action once per round to impose a −2 penalty on an attack against an adjacent ally.

At levels 8, 13 and 18, improve its natural armour by +1 and its attack damage by one step where appropriate. It is a class companion and cannot be sold as a permanently created magic item.

Cartographer

At level 3, gain +4 competence bonus on Survival and Knowledge (geography) checks involving navigation. At level 8, teleport yourself 10 feet as a swift action Intelligence modifier times per day. At level 13, you may move an adjacent willing creature instead. At level 18, teleport yourself and up to five willing creatures to a personally visited location within 1 mile once per day.

Pathfinder 1e Formula List

0-Level

Acid Splash, Detect Magic, Guidance, Light, Mage Hand, Mending, Message, Prestidigitation, Resistance.

1st Level

Alarm, Cure Light Wounds, Disguise Self, Expeditious Retreat, Faerie Fire, Feather Fall, Grease, Identify, Jump, Longstrider, Sanctuary.

2nd Level

Aid, Alter Self, Arcane Lock, Continual Flame, Darkvision, Invisibility, Levitate, Protection from Poison, Rope Trick, See Invisibility, Spider Climb.

3rd Level

Dispel Magic, Fly, Haste, Protection from Energy, Sending, Water Breathing, Water Walk.

4th Level

Arcane Eye, Fabricate, Freedom of Movement, Greater Invisibility, Stone Shape.

5th Level

Creation, Greater Restoration, Passwall, Telekinesis, Wall of Stone.

6th Level

Analyze Dweomer, Greater Dispel Magic, Move Earth, Stone to Flesh, True Seeing.

Artificer — D&D 3.5e-Compatible

Hit Die: d8.

Base Attack Bonus: 3/4 progression.

Good Saves: Fortitude and Will.

Poor Save: Reflex.

Skill Points: 4 + Intelligence modifier per level.

Class skills are Appraise, Concentration, Craft, Disable Device, Knowledge (arcana), Knowledge (architecture and engineering), Knowledge (dungeoneering), Open Lock, Profession, Search, Spellcraft and Use Magic Device.

LevelFeaturesActive DesignsMaximum Formula Level
1Practical Artifice, Formulae, Trap Mechanic1st
2Device Designs21st
3Specialisation21st
4Workshop Secret22nd
5Calculated Intervention +122nd
6Rapid Refit32nd
7Improved Workshop33rd
8Specialisation Feature, Workshop Secret33rd
9Calculated Intervention +233rd
10Superior Designs44th
11Stored Working44th
12Workshop Secret44th
13Specialisation Feature45th
14Greater Workshop55th
15Calculated Intervention +355th
16Workshop Secret56th
17Grand Designs56th
18Specialisation Feature66th
19Master Craftsman66th
20Master of Wonders66th

Practical Artifice

You are proficient with light and medium armour, shields, simple weapons and one martial weapon. You may cast Artificer formulae in light armour without arcane spell failure. Normal arcane spell failure applies in medium or heavy armour.

Formulae

You learn magical formulae rather than preparing conventional spells. You may activate any formula you know.

Your Formula Points equal your Artificer level + Intelligence modifier. Activating a formula costs points equal to its spell level; a 0-level formula costs 1 point in this edition.

Formula Save DC = 10 + formula level + Intelligence modifier

Caster level equals Artificer level. At 1st level, you know four 1st-level formulae plus your Intelligence modifier. Learn two additional formulae whenever you gain a class level.

Trap Mechanic

You can use Search to locate traps with DCs above 20 and Disable Device to disarm magical traps. Add half your class level, minimum +1, on Search checks involving mechanical traps or hidden mechanisms.

Device Designs

At level 2, learn three designs. Learn one additional design at levels 6, 10, 14 and 18. Whenever you gain an Artificer level, you may replace one known design with another for which you meet the minimum level.

Prepare the number of active designs shown on the class table each day. Unless a design states otherwise, a creature holding or wearing the device may activate it.

When a design requires a saving throw, use your Formula save DC. When it requires a caster-level check, use your Artificer caster level. Limited uses belong to the device and are shared by all creatures using it.

Specialisation

Choose Alchemist, Armourer, Bombardier, Construct-Smith or Cartographer at level 3. Gain further benefits at levels 8, 13 and 18.

Workshop Secret

At levels 4, 8, 12 and 16, choose an item-creation feat for which you qualify, or one of the following:

  • Efficient Crafter: +2 competence bonus on one Craft skill.
  • Field Repair: Repair mundane equipment in half the normal time.
  • Arcane Appraiser: +2 on Spellcraft checks made to identify magic items.
  • Mechanist: +2 on Disable Device and Knowledge (architecture and engineering).

Calculated Intervention

Beginning at level 5, use an immediate action to grant +1 to a failed save or skill check made by a creature within 30 feet. This rises to +2 at level 9 and +3 at level 15. Uses per day equal Intelligence modifier, minimum one.

Rapid Refit

At level 6, spend 10 minutes once per day changing one active Device Design.

Improved Workshop

At level 7, you may take 10 on Craft checks despite ordinary distractions.

Superior Designs

At level 10, gain access to level-10 designs.

Stored Working

At level 11, store one formula of 2nd level or lower inside an object. It can be activated three times before your next daily preparation.

Greater Workshop

At level 14, gain level-14 designs. Masterwork artisan’s tools you personally use grant a +4 circumstance bonus on the relevant Craft check instead of the normal +2.

Grand Designs

At level 17, gain level-18 designs.

Master Craftsman

At level 19, you may take 20 on appropriate Craft checks without multiplying the normal crafting time.

Master of Wonders

At level 20, once per round after activating a formula or design, choose one: gain temporary hit points equal to Intelligence modifier; move 10 feet without provoking attacks of opportunity; or give an ally within 30 feet +2 dodge AC until your next turn.

D&D 3.5e Device Designs

DesignMinimum LevelEffect
Surveyor’s Lens2+2 competence bonus on Appraise, Disable Device, Search or Knowledge (architecture and engineering) checks concerning manufactured objects.
Springline Grapnel2Launch to a solid point within 30 feet as a standard action. Grants +5 circumstance bonus on appropriate Climb checks using the line.
Field Crucible2After resting at least 1 hour, produce one draught granting temporary hit points equal to 1d6 + Intelligence modifier for 1 hour.
Spark Coil2Ranged touch attack 60 feet dealing 1d6 electricity damage +1 per three Artificer levels, maximum +6.
Warding Buckle2Immediate action to gain +2 dodge AC against one attack. Uses/day equal Intelligence modifier, minimum one.
Preservation Flask2+4 circumstance bonus on checks made to preserve stored biological or alchemical samples.
Aegis Plate6Grants +1 deflection bonus to AC.
Medical Reservoir6Three charges/day. Standard action touch heals 1d8 + Intelligence modifier hit points.
Smoke Condenser6Once/day, produces a 10-foot-radius smoke cloud providing concealment for 1 minute.
Manipulator Hand6Manipulates unattended objects of up to 20 pounds within 30 feet as a move action.
Wing Harness10Once/day, gain fly speed 40 feet, average manoeuvrability, for 10 minutes.
Force Ram10Three times/day, 30-foot line; Reflex save for half. Deals 4d6 force damage and pushes failed targets 5 feet.
Null Key10+4 competence bonus against magical locks and traps. Once/day, make a caster-level check to suppress one magical locking effect for 1 minute.
Phase Dial14Swift action: teleport up to 30 feet. Uses/day equal Intelligence modifier.
Restoration Engine14Once/day, remove frightened, paralyzed or poisoned from a touched creature, subject to effects that explicitly cannot be removed.
Bastion Frame14Move action to deploy. Grants cover to appropriately positioned creatures. Lasts 10 minutes.
Master Transit Rig18Once/day, transport yourself and up to five willing creatures to a visible location within 500 feet as a full-round action.
Emergency Reconstructor18Once/day, immediate action when an adjacent creature would fall below 0 hit points; it instead remains at 1 hit point.

D&D 3.5e Specialisations

Alchemist

At level 3, gain a pool of Reagent Dice usable Intelligence modifier + 1 times per day. Healing or damage begins at 1d6, rises to 2d6 at level 8, 3d6 at level 13 and 4d6 at level 18. Reagents can restore hit points, grant temporary hit points or deal acid, fire or poison damage.

At level 8, add Intelligence modifier to one healing or qualifying damage roll. At level 13, a healing reagent may also remove poison. At level 18, gain resistance 10 to acid and poison.

Armourer

At level 3, choose Bulwark or Skirmisher when preparing your modified armour. Bulwark grants DR 2/—. Skirmisher grants +10-foot enhancement bonus to land speed.

At level 8, Bulwark becomes DR 3/—. At level 13, it becomes DR 4/— and Skirmisher gains +2 dodge AC. At level 18, Bulwark becomes DR 5/— and Skirmisher gains a climb speed equal to land speed.

Bombardier

At level 3, create a Portable Engine usable Intelligence modifier times per day. Shrapnel deals 2d6 damage in a 15-foot cone, Reflex half. Concussion is a ranged touch attack dealing 2d8 sonic damage. Smoke provides concealment in a 10-foot radius.

Damage increases by one die at levels 8 and 13. At level 18, Grand Bombard deals 8d6 fire or sonic damage in a 20-foot radius, Reflex half, once per day.

Construct-Smith

At level 3, create a Small construct companion with Hit Dice equal to your Artificer level, 3/4 BAB, good Fortitude and Reflex saves, construct traits, natural armour equal to +2 plus one per four Artificer levels, speed 30 feet and one natural attack dealing 1d6 damage.

Choose Carrier, Scout or Guard. Carrier counts as one size larger for carrying capacity. Scout gains a climb speed equal to land speed and +4 Search and Spot. Guard may use an immediate action once per round to impose a −2 penalty on an attack against an adjacent ally.

At levels 8, 13 and 18, improve its natural armour by +1 and its attack damage by one step where appropriate. It is a class companion and cannot be sold as a permanently created magic item.

Cartographer

At level 3, gain +4 competence bonus on Survival and Knowledge (geography) checks involving navigation. At level 8, teleport yourself 10 feet as a swift action Intelligence modifier times per day. At level 13, you may move an adjacent willing creature instead. At level 18, teleport yourself and up to five willing creatures to a personally visited location within 1 mile once per day.

D&D 3.5e Formula List

0-Level

Acid Splash, Detect Magic, Guidance, Light, Mage Hand, Mending, Message, Prestidigitation, Resistance.

1st Level

Alarm, Cure Light Wounds, Disguise Self, Expeditious Retreat, Faerie Fire, Feather Fall, Grease, Identify, Jump, Longstrider, Sanctuary.

2nd Level

Aid, Alter Self, Arcane Lock, Continual Flame, Darkvision, Invisibility, Levitate, Protection from Poison, Rope Trick, See Invisibility, Spider Climb.

3rd Level

Dispel Magic, Fly, Haste, Protection from Energy, Sending, Water Breathing, Water Walk.

4th Level

Arcane Eye, Fabricate, Freedom of Movement, Greater Invisibility, Stone Shape.

5th Level

Creation, Greater Restoration, Passwall, Telekinesis, Wall of Stone.

6th Level

Analyze Dweomer, Greater Dispel Magic, Move Earth, Stone to Flesh, True Seeing.

Artificer Traditions

Artificers are found wherever skilled makers combine craft with magic. The form their art takes depends on the materials, institutions, problems and traditions around them.

Guild Engineer

In Imperial cities, an Artificer may begin as a locksmith, clockmaker, millwright, metalworker, surveyor, armourer, engraver or specialist retained for difficult work. Cities such as Strasbourg, Haguenau and Colmar provide natural homes for guild Artificers.

Siege Engineer

Siege engineers calculate ranges, inspect walls, prepare mines, build bridges, organise artillery, plan fieldworks and determine where heavy engines can actually be moved. Those same skills are useful in ruins, tunnels, collapsing buildings and underground complexes.

Gunfounder and Gunsmith

A gunsmith Artificer understands powder quality, casting, boring, ignition, ammunition, maintenance and the dangerous proving of new weapons.

Use the Firearms rules for weapons rather than treating Artificer levels as automatic firearm proficiency.

Gnome Gunsmith Exile

Gnome workshops can be among the most technically adventurous in the world. Some specialise in precision gunsmithing, optics, engraving, measuring instruments and compact mechanisms.

In North America, exiled gnome gunsmith communities have produced isolated workshops where firearm development has advanced far beyond ordinary European practice. Those inventions remain local rather than globally available.

Dwarven Guild Artificer

Dwarven Artificers work in mines, holds, cities, craft enclaves, guild quarters, warden networks and travelling families. Common fields include metallurgy, stonework, locks, armour, assaying and mine engineering.

Alchemist and Apothecary

Alchemical Artificers work with distillation, minerals, metals, medicines, dyes, furnaces, acids, poisons and compounds.

Use Poisons and Toxins for dangerous substances rather than treating every compound as a spell effect.

Armourer

An Armourer may begin as a plate-armour specialist, harness fitter or military smith. Their magic improves protection through articulated construction, wards, fittings, counterweights and specialised materials.

Clockmaker and Instrument Maker

Clocks, astrolabes, lenses, compasses, measuring instruments and astronomical devices are natural tools for Artificers concerned with precision and observation.

Navigator and Shipboard Artificer

Shipboard Artificers work with hulls, rigging, pumps, navigation, preserved supplies, weather, repair and the practical demands of keeping complex equipment functional at sea.

Real-World Inspirations

The Artificer draws on a long history of engineers, smiths, alchemists, architects, navigators, physicians, clockmakers, military specialists and instrument makers.

Leonardo and the Artificer Tradition

Leonardo da Vinci is one of the strongest inspirations for an Artificer: artist, engineer, anatomist, architect, designer and relentless observer of how things work. His machines, sketches, experiments and habit of combining disciplines make him a natural model for characters who approach magic through invention, investigation and practical craft.

Nor does the Artificer tradition begin or end with Leonardo. Engineers, metallurgists, alchemists, architects, clockmakers, physicians, navigators and military specialists from many cultures provide equally strong foundations for the class.

Konrad Kyeser’s Bellifortis is an illustrated military-technology manuscript containing siege machinery, portable bridges, cannon, rockets, mills, ships, incendiaries and other devices. It provides especially useful inspiration for the practical, military and experimental side of the Artificer.

Library of Congress — Bellifortis (Strong in War)

Other useful inspirations include sophisticated astronomical clocks in Song China, Islamic mechanical and hydraulic engineering, Mediterranean military architecture, Indian metallurgy, Japanese sword-making, African ironworking, Pacific navigation and the practical knowledge of generations of specialist craft workers.

Nikola Tesla is a strong model for an Artificer concerned with energy and dangerous experimentation, while Victor Frankenstein offers a darker model of invention without restraint.

Steampunk can provide visual inspiration, but Artificer equipment need not look Victorian. Brass instruments, furnaces, water power, pulleys, armour, gunpowder, wooden mechanisms and alchemical apparatus are all equally appropriate.

Human, dwarf, elf, gnome and halfling artificers working together in a workshop, including armour, artillery, astronomical instruments, alchemy and agricultural research
Artifice includes siege engineering, armour, astronomy, precision gunsmithing, alchemy, navigation and agricultural experimentation.
× A diverse company of artificers at work

Sample Human Artificers

Use these examples as ready-made character foundations, NPC concepts or starting points for your own Artificer.

1. Byzantine Siege Engineer

Tradition
Eastern Roman military engineering, inherited siege manuals and Constantinopolitan technical practice.
Backgrounds
Guild Artisan, Soldier, court engineer or military retainer.
Primary Equipment
Fire siphon apparatus, bolt thrower, measuring staff, composite bow or heavy crossbow.
Protection
Lamellar or mail with a practical helmet suited to work near walls and engines.
Special Equipment
Surveying dioptra, range tables, wax tablets, cord, plumb line and siege diagrams.
Specialisation
Bombardier or Cartographer.
Possible Patrons
Hephaestus or Athena.

2. Song-Dynasty Horologist

Tradition
Astronomical, hydraulic and clockmaking knowledge.
Backgrounds
Sage, court scholar, observatory technician or master clockmaker.
Primary Equipment
Armillary sphere, celestial globe, geared model, repeating crossbow or staff.
Protection
Practical clothing or ceremonial lamellar where appropriate.
Special Equipment
Precision gears, calibrated water vessels, star tables and chain-drive components.
Specialisation
Cartographer or Construct-Smith.
Possible Patrons
Jade Emperor or a local craft tradition.

3. French Trebuchet Master

Tradition
French and Burgundian siegecraft.
Backgrounds
Guild engineer, soldier, mercenary specialist or master carpenter.
Primary Equipment
Trebuchet rigging, pavises, crossbows, axes and demolition tools.
Protection
Brigandine or mail over a padded jack.
Special Equipment
Release hooks, throwing tables, rope gauges and wall-angle diagrams.
Specialisation
Bombardier.
Possible Patrons
Local craft gods, war gods or none.

4. English Market-Town Blacksmith

Tradition
Forge work, agricultural tools, locks, household ironwork and weapons.
Backgrounds
Guild Artisan, Folk Hero, travelling smith or village specialist.
Primary Equipment
Warhammer, axe, sword, tongs and forge hammers.
Protection
Mail, leather apron, padded clothing and an open helmet where needed.
Special Equipment
Portable bellows, travelling forge kit, punches, files, chisels and tempering tools.
Specialisation
Armourer or Construct-Smith.
Possible Patrons
Wayland the Smith or Brigid.

5. Italian Court Engineer

Tradition
Architecture, surveying, art, military design and experimental machinery.
Backgrounds
Sage, Guild Artisan, court retainer or artist-engineer.
Primary Equipment
Crossbow, hand cannon where available, drafting tools and experimental mechanisms.
Protection
Light brigandine or concealed mail.
Special Equipment
Drafting compass, scale ruler, casting moulds, perspective drawings and notebooks.
Specialisation
Construct-Smith, Cartographer or Bombardier.
Possible Patrons
Hermes, Athena or Ptah.

6. Muromachi Swordsmith

Tradition
Blade-making, metallurgy, polishing, heat treatment and armour craft.
Backgrounds
Guild Artisan, master-apprentice smith, martial retainer or travelling specialist.
Primary Equipment
Katana, wakizashi, tantō, forge hammer and finishing tools.
Protection
Lamellar armour or practical workshop clothing.
Special Equipment
Quenching trough, polishing stones, charcoal, clay mixtures and forging tools.
Specialisation
Armourer.
Possible Patrons
Amaterasu or Inari.

7. Ottoman Gunfounder and Siege Engineer

Tradition
Gunfounding, siege logistics, artillery mathematics and field engineering.
Backgrounds
Soldier, Guild Artisan, mercenary engineer or foundry specialist.
Primary Equipment
Bombards, hand cannons, swivel guns, powder measures and demolition charges.
Protection
Mail-and-plate or lighter armour suited to foundry and siege work.
Special Equipment
Powder gauges, shot moulds, measuring rods, foundry tools and siege carts.
Specialisation
Bombardier.
Possible Patrons
Tengri, older forge spirits or none.

8. Delhi Court Alchemist

Tradition
Court medicine, mineral chemistry, distillation, metallurgy, dyes, perfumes and compounds.
Backgrounds
Sage, court apothecary, physician, Guild Artisan or poison specialist.
Primary Equipment
Reagent flasks, smoke vessels, staff, dagger and portable laboratory gear.
Protection
Quilted coat or light mail where appropriate.
Special Equipment
Alembics, crucibles, mortar and pestle, scales, mineral samples and furnace tools.
Specialisation
Alchemist.
Possible Patrons
Shiva, Kubera or a secular natural-philosophical tradition.

9. Ming Gunpowder Technologist

Tradition
Military workshops, gunpowder, artillery, rockets, signalling and printed technical knowledge.
Backgrounds
Sage, military engineer, arsenal worker, Guild Artisan or imperial instructor.
Primary Equipment
Hand cannon, fire lance, rockets, fire arrows and signalling charges.
Protection
Lamellar armour when attached to military formations.
Special Equipment
Powder recipes, moulds, measuring spoons, block-printed diagrams and fuse-making equipment.
Specialisation
Bombardier or Cartographer.
Possible Patrons
Lu Ban, Zao Jun or another appropriate Chinese craft tradition.

10. Mali Smith and Metallurgist

Tradition
West African ironworking, tools, weapons, charcoal furnaces and specialist craft lineages.
Backgrounds
Guild Artisan, community smith, Folk Hero, military armourer or hereditary specialist.
Primary Equipment
Spear, axe, sword, hammer and forge tools.
Protection
Layered cloth, leather or locally appropriate armour.
Special Equipment
Charcoal furnace equipment, bellows, tongs, ore samples and maker’s tools.
Specialisation
Armourer or Construct-Smith.
Possible Patrons
Ogun or a local craft power.

11. Mexica Warrior-Artisan

Tradition
Obsidian working, featherwork, woodcraft, weapons manufacture, causeway engineering and urban craft production.
Backgrounds
Artisan, Soldier, noble retainer or temple-associated specialist.
Primary Equipment
Macuahuitl, atlatl, bow and obsidian-edged tools.
Protection
Ichcahuipilli cotton armour and appropriate shields.
Special Equipment
Obsidian-knapping kit, pigments, codex plans, measurement cords and adhesives.
Specialisation
Armourer, Bombardier or Construct-Smith.
Possible Patrons
Quetzalcoatl or Tezcatlipoca.

12. Polynesian Wayfinder

Tradition
Navigation through stars, wave patterns, winds, birds, currents and inherited route knowledge.
Backgrounds
Sailor, Outlander, navigator, boat-builder or star reader.
Primary Equipment
Spear, club, knife and shipboard tools.
Protection
Woven protection suited to climate and seafaring.
Special Equipment
Star-compass teaching aids, shell or wood markers, cordage, route records and boat-repair tools.
Specialisation
Cartographer.
Possible Patrons
Tangaroa or appropriate local atua.

13. Itinerant Alchemist

Tradition
A travelling experimenter seeking patrons, ingredients and discoveries.
Backgrounds
Guild Artisan, Hermit, apothecary, physician or dubious compounder.
Primary Equipment
Staff, dagger, reagent flasks and improvised compound launchers.
Protection
Quilted coat, heavy gloves, apron and eye protection suited to sparks and splashes.
Special Equipment
Portable distillation kit, crucible, furnace, scales and notebooks.
Specialisation
Alchemist.
Possible Patrons
Hermes or another power of knowledge and transformation.

14. Court Savant

Tradition
A mathematical scholar and engineer retained by a court, prince or wealthy city.
Backgrounds
Noble retainer, Sage, Guild Artisan or master builder.
Primary Equipment
Crossbow, polearm, measuring staff, surveying tools and early firearm where available.
Protection
Brigandine, mail sleeves or concealed armour.
Special Equipment
Drafting compass, perspective frame, astrolabe, map case and coded design book.
Specialisation
Cartographer or Bombardier.
Possible Patrons
Athena or Hermes.

15. Central European Clay-and-Stone Construct-Smith

Tradition
Animated guardians made from clay, stone, wood and worked metal.
Backgrounds
Sage, mason, sculptor, Guild Artisan, Hermit or civic workshop keeper.
Primary Equipment
Staff, mason’s hammer, chisel, sling and engraved control tablets.
Protection
Layered work clothing, leather bracers or mail.
Special Equipment
Prepared clay, rare earths, moulds, geometric templates, engraving tools and pigments.
Specialisation
Construct-Smith.
Possible Patrons
No patron is required; the tradition may be guild-based, philosophical, civic or inherited.

Non-Human Artificers

Artifice is learned. A character’s homeland, apprenticeship, profession and interests matter more than species. The following traditions are common starting points, not restrictions.

Dwarf Artificer

Dwarven Artificers come from mines, cities, holds, craft enclaves, guilds, warden networks and travelling families.

Common Backgrounds
Guild Artisan, miner, assayer, armourer, military engineer, warden or travelling smith.
Strong Traditions
Metallurgy, mining, stonework, armour, locks, structural engineering and durable mechanisms.
Typical Arms
Hammer, axe, crossbow, mining tools or locally adopted firearms.
Special Equipment
Assaying kit, portable anvil, rune punches, measuring tools and mining equipment.
Natural Specialisations
Armourer, Construct-Smith or Bombardier.
Possible Patrons
Hephaestus, Wayland or another forge power; no patron is required.

Elf Artificer

Elven Artificers in Britain and Scandinavia often work with fine materials, astronomical observation, subtle enchantment, wood, metal and glass.

Common Backgrounds
Sage, woodland craftworker, court artisan, navigator or specialist attached to an old estate or hidden settlement.
Strong Traditions
Fine woodworking, astronomical instruments, subtle enchantment, archery equipment and carefully balanced mechanisms.
Typical Arms
Bow, sword, spear, knife or tools adapted to local custom.
Special Equipment
Woodcarving tools, engraving tools, lenses, star charts and precision measuring devices.
Natural Specialisations
Cartographer, Alchemist or Construct-Smith.
Possible Patrons
Flidais, Brigid or another regional power.

Gnome Artificer

Gnome Artificers are often associated with precision craft, but they are not comic tinker stereotypes. Their workshops may be among the most technically daring in the world.

Fields include gunsmithing, optics, engraving, compact mechanisms, pigments, measuring instruments, metallurgy and alchemy.

Common Backgrounds
Gunsmith, instrument maker, engraver, Guild Artisan, exile, alchemist, surveyor or travelling specialist.
Strong Traditions
Precision mechanics, firearms, optics, compact devices, measuring instruments and experimental materials.
Typical Arms
Crossbow, firearm where available, short blade or workshop implement.
Special Equipment
Precision gauges, lenses, engraving tools, powder measures, fine files and custom instruments.
Natural Specialisations
Bombardier, Cartographer, Alchemist or Construct-Smith.
Possible Patrons
Hermes or another craft or knowledge power.

Halfling Artificer

Halfling Artificers come from a wide range of settled, travelling, riverine, agricultural, forest, island and caravan traditions.

Many families descended from communities once forced into agricultural labour along the Nile became famous for horticultural knowledge. Their expertise in irrigated gardens, orchards, vineyards, seed beds and medicinal plots travelled west and became influential in communities including the English Cotswolds, the South Downs and the Upper Rhine.

Other halfling traditions developed independently in South and Southeast Asia, Sundaland, Wallacea, New Guinea, parts of the western Pacific, Central Asian uplands and the Americas.

A halfling Artificer may therefore be a horticultural experimenter, irrigation designer, seed keeper, boat-builder, mill mechanic, wagon repairer, apothecary or navigator.

Common Backgrounds
Horticulturist, gardener, herbalist, caravan repairer, river worker, seed keeper, brewer, boat-builder or village engineer.
Strong Traditions
Irrigation, grafting, soil improvement, seed selection, medicinal plants, food preservation, portable tools and practical repairs.
Typical Arms
Sling, bow, knife, staff or another locally appropriate weapon.
Special Equipment
Grafting knives, seed cases, soil samples, irrigation gauges, pruning tools, botanical notebooks, drying racks and portable alchemical equipment.
Natural Specialisations
Alchemist, Cartographer or Construct-Smith.
Possible Patrons
Hestia, Brigid or a regional agricultural or household power.

Half-Orc Artificer

Half-Orc Artificers may come from orcish successor states, frontier markets, mercenary companies, captured workshops, caravan routes or mixed settlements.

Common Backgrounds
Armourer, mercenary engineer, caravan smith, military quartermaster, exile or frontier craftworker.
Strong Traditions
Heavy equipment, armour, siege repair, battlefield improvisation, saddlery and durable field construction.
Typical Arms
Axe, spear, bow, hammer or weapons appropriate to homeland and military service.
Special Equipment
Portable forge tools, armour rivets, harness-repair gear, measuring cords and field repair kits.
Natural Specialisations
Armourer, Bombardier or Construct-Smith.
Possible Patrons
Tengri, regional forge powers or none.

Dragonborn Artificer

Dragonborn Artificers develop according to the communities, lineages and polities in which they are trained rather than following a single species-wide craft tradition.

Common Backgrounds
Guild Artisan, military engineer, noble specialist, scholar, weaponsmith or diplomatic retainer.
Strong Traditions
Heat-resistant materials, armour, metallurgy, ceremonial craft, large instruments and elemental experimentation.
Typical Arms
Spear, sword, polearm, crossbow or locally appropriate firearm.
Special Equipment
Heat-resistant crucibles, heavy engraving tools, seals, scale templates and reinforced laboratory gear.
Natural Specialisations
Armourer, Bombardier or Alchemist.
Possible Patrons
Depends on homeland, lineage and personal allegiance.

Tiefling Artificer

Tiefling Artificers may be especially familiar with dangerous materials, infernal metals, seals, cursed mechanisms and objects from other planes, but no infernal allegiance is assumed.

Common Backgrounds
Guild Artisan, alchemist, metallurgist, occult investigator, armourer, scholar or urban engineer.
Strong Traditions
Planar materials, heat-resistant alloys, alchemy, seals, wards and identification of dangerous objects.
Typical Arms
Crossbow, blade, hammer, staff or another locally appropriate weapon.
Special Equipment
Silvered tools, protective tongs, warding materials, mineral samples and sealed reagent vessels.
Natural Specialisations
Alchemist, Armourer or Construct-Smith.
Possible Patrons
Entirely dependent on the individual character.

Artificer Concepts

ConceptFormer OccupationUseful ToolsLikely Specialisation
City LocksmithGuild locksmith or security makerThieves’ Tools, smithing toolsArmourer or Construct-Smith
Campaign EngineerSiege train engineerCarpenter’s, mason’s and smithing toolsBombardier
Field ApothecaryHealer, compounder or poison examinerAlchemist’s supplies, Surgeon’s ToolsAlchemist
Mine EngineerSurveyor, assayer or mine mechanicMason’s tools, measuring gearCartographer or Bombardier
Travelling RepairerWagon, mill or household repair specialistTools & KitsConstruct-Smith
Gunfounder’s ApprenticeCannon foundry or gunsmith workshopSmithing tools, measuring instrumentsBombardier
Instrument MakerClockmaker, engraver or astronomical instrument makerJeweller’s and fine metalworking toolsCartographer
Armour Workshop VeteranPlate-armour maker and fitterSmithing and leatherworking toolsArmourer
Horticultural ArtificerSeed keeper, orchard worker, irrigation specialist or medicinal gardenerHerbalism, grafting, measuring and alchemical toolsAlchemist or Cartographer

Magic Items and Crafting

Artificer class features do not automatically bypass the permanent magic-item creation rules of the edition being played.

Device Designs are temporary class features. Permanent enchanted objects follow the normal costs, prerequisites, downtime and creation rules.

Use Magic Items: Basics, Identification & Creation for permanent crafting and Magic Item Descriptions for recovered enchanted objects.

Identify is useful to an Artificer, but it does not replace investigation, engineering judgement, provenance, historical research or mundane examination.

Historical and Mythic Context

Engineering and Invention

Artificer-style characters can draw inspiration from real military engineers, metallurgists, armourers, alchemists, builders, physicians, navigators and instrument makers.

Konrad Kyeser’s Bellifortis contains artillery, rockets, portable bridges, siege machinery, mills, ships, incendiaries and other technical designs.

Library of Congress — Bellifortis (Strong in War)

Alchemy

Historical alchemy provides strong inspiration for laboratory Artificers: distillation, minerals, metals, medicines, dyes, furnaces, compounds and practical experimentation.

Science History Institute — Fifteenth-Century Alchemical Miscellany

Craft Gods and Legendary Makers

In a world where myth is real, Artificers may encounter surviving objects, workshops, techniques or traditions associated with supernatural makers.

Useful traditions include Hephaestus, Athena, Wayland the Smith, Brigid, Ptah and Hermes.

No Artificer is required to serve a god. Craft knowledge can be religious, philosophical, academic, military, commercial, guild-controlled, hereditary or personal.

Playing an Artificer

Look for problems that can be solved through preparation, knowledge and equipment. A broken mechanism can be a clue. A badly cast cannon can reveal its foundry. A strange alloy can point toward a mine. A lock can reveal the habits of its maker.

An Artificer also gives the party reasons to care about workshops, guild privileges, rare materials, stolen plans, specialist NPCs and access to skilled labour. Knowing how to build something does not mean the necessary furnace, lens grinder, bronze, timber or laboratory is immediately available.

Adventure Hooks

d8Hook
1A guild master’s new lock opens perfectly for everyone except the man who commissioned it.
2A bombard bursts during proofing. The founder insists the bronze was deliberately adulterated.
3A travelling Artificer disappears, leaving behind a mechanism that completes one new movement every midnight.
4A mine’s survey maps show a tunnel that none of the miners remember digging.
5A noble owns an enchanted device but refuses to permit Identify because he fears what its provenance will reveal.
6A gnome gunsmith is accused of selling an advanced mechanism to both sides of a frontier war.
7A centuries-old automaton resumes its work and begins dismantling a building erected over its workshop.
8Someone has copied a guild master’s maker’s mark perfectly, including a magical flaw known only to three living people.

Video — Medieval Alchemy

This Royal Society of Chemistry lecture by Peter Forshaw examines medieval alchemy and the intellectual world in which practical laboratory work, natural philosophy and magical ideas overlapped.

Artificer FAQ

Is this the official D&D Artificer class?

No. This page presents an original Artificer class compatible with several rules editions. It does not reproduce the separately published official Artificer class.

Why are there separate 5.5e and 5e tabs?

The 2024 and 2014 rules frameworks use different terminology, progression and supporting rules. Use the tab that matches your campaign.

Does an Artificer automatically gain firearm proficiency?

No. Firearm proficiency depends on training, homeland and the rules edition being used.

Are Device Designs permanent magic items?

No. They are temporary class features. Permanent items use the normal magic-item creation rules.

Can an Artificer sell temporary devices?

Not as permanent functioning magic items. Their magical operation ends according to the Device Design rules.

Does the class require clockwork or steampunk technology?

No. Devices may use metal, wood, leather, glass, parchment, stone, cord, alchemical materials or other appropriate media.

Can a nonhuman character become an Artificer?

Yes. Artifice is learned. Different peoples may have different craft traditions, but no specialisation is species-locked.

Can a halfling Artificer specialise in agriculture?

Yes. Irrigation, horticulture, grafting, seed selection, soil improvement, food preservation, medicinal plants and agricultural tools are all valid forms of practical artifice.

Can an Artificer make any magic item?

Only by following the permanent magic-item crafting rules for the edition in play. Device Designs do not bypass those requirements.

What ability score matters most?

Intelligence governs the class’s magic and many of its features. Constitution helps survival, while Dexterity or Strength depends on your chosen equipment and specialisation.

Where can an Artificer learn magic?

Guild apprenticeships, private masters, universities, court scholars, military engineers, civic workshops, specialist households and independent magical circles are all suitable.

Sources, Attribution and Licensing

Historical Sources

Library of Congress — Bellifortis (Strong in War). Konrad Kyeser’s illustrated manual of military technology, including artillery, rockets, bridges, siege machines, ships and related devices.

Science History Institute — Fifteenth-Century Alchemical Miscellany. A northern Italian manuscript containing practical and theoretical alchemical material and illustrations of laboratory apparatus.

Science History Institute — Fire and Gold: The Art of Alchemy. Historical context for alchemical work with metals, minerals, medicines, heat and distillation.

SpiralWorlds Setting Material

The campaign integration, Artificer traditions, Real-World Inspirations commentary, Sample Human Artificers, Non-Human Artificers, adventure hooks, original class features, Device Designs, specialisations, editorial presentation, CSS and artwork are SpiralWorlds material.

Artwork

Artificer class hero illustration, SpiralWorlds, 2026: spiralworlds-artificer-class-1454.png.

Artificer traditions illustration, SpiralWorlds, 2026: spiralworlds-artificer-traditions-1454.png.

SRD 5.2.1 Attribution

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License.

The Artificer class published separately by Wizards of the Coast is not included in SRD 5.2.1 and is not reproduced here. The class progression, Device Designs, specialisations and setting implementation on this page are original material.

SRD 5.1 Attribution

Compatible 2014-era rules terminology is based on the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License.

Legacy Open Game Content

Mechanical rules material inside the Pathfinder 1e and D&D 3.5e mechanics panels is designated Open Game Content only to the extent that it derives from material already released as Open Game Content under the Open Game License version 1.0a.

No other portion of this page is designated Open Game Content. SpiralWorlds setting material, campaign material, original explanatory prose, original class features, artwork, CSS, page design, adventure material and editorial presentation are excluded from that designation.

Open Game License v1.0a + Applicable Section 15 Notices

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