Artificer

Stats =

Stats
Hit Dice/ClassLevel: 1d8 / Save Proficiencies: Con & Int

Skill Proficiencies: Two from among Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand

Armor & Weapon Proficiencies: Light and medium armor, shields; simple weapons, hand and heavy crossbows

Tool Proficiencies: Thieves' tools, tinker's tools, & one artisan's tools

Starting Equipment: two simple weapons, light crossbow and 20 bolts, studded leather armor or scale mail, thieve's tools, and a dungeoneer's pack


 * -|Growth/Spellcasting =

Ignore this information unless you are attempting to multiclass into the artificer
 * -|Multiclassing =

Requirements: Int > 13

Proficiencies Gained: light and medium armor, shields; thieves' tools, tinker's tools

Extra Attack: If you already have Extra Attack, you don't gain Arcane Armament

Spell Slots: ''This is complicated. I will be adding a "multiclass" page latter''

Main Class Features
Features =


 * -|Infusions =

Boots of the Winding Path
Prerequisite: 4th-level artificer

Item: Boots

Effect: As a bonus action, teleport up to 15ft to a space you previously occupied this turn

Requires attunment

Enhanced Defense
Item: Armor or shield

Effect: The item gains +1 AC (+2 after 12th level)

Enhanced Weapon
Item: Simple or martial weapon

Effect: The weapon gains +1 to attack and damage rolls (+2 after 12th level)

Many-Handed Pouch
Prerequisite: 4th-level artificer

Item: 2-5 pouches

Effect: The pouches become linked, sharing the same interior while within 10miles(528000ft) of each other. If the infusion is removed, any stored items move to random pouches

Radiant Weapon
Prerequisite: 8th-level artificer

Item: Simple or martial weapon

Effect: The weapon gains +1 to attack and damage rolls. As a bonus action, light/extinguish the weapon. While lit, it sheds light in a 60ft radius (half bright, half dim). If the wielder is hit by a melee attack, as a reaction, they can have their attacker make a Con save vs being blind until the end of the attacker's next turn (DC = your Spell Save)

Requires attunment

Resistant Armor
Prerequisite: 8th-level artificer

Item: Armor

Effect: The wearer resists acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage

Requires attunment

Returning Weapon
Item: Simple or martial weapon with "thrown" property

Effect: The weapon gains +1 to attack and damage rolls, and returns to the wielder's hand after making a ranged attack

Replicate Magic Item
This infusion can be chosen multiple times. Each time you learn this infusion, select a different magic item to replicate

Subclass Features
Alchemist =


 * -|Artillerist =

''UA:This item contains playtest material from the Unearthed Arcana. It is subject to change and is not officially part of the game''