Artificer (5e Class)

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Not to be confused with the wizard tradition of the same name found in the Unearthed Arcana article pertaining to Eberron.

A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak.

A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.

A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over herself and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway.

Artificers take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters.

The Structure of Magic[edit]

In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.

The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an item's capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.

Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.

Experimentation and Understanding[edit]

A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.

Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.

Creating an Artificer[edit]

An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.

Quick Build[edit]

You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: detect magic, disguise self, and shield of faith.

Class Features

As a Artificer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Artificer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Artificer level after 1st


Armor: light, medium
Weapons: All simple weapons
Tools: Choose three types of Artisan's tools, or two types of Artisans tools and Thieves tools.
Saving Throws: Intelligence, Constitution
Skills: Choose two from: Arcana, History, Investigation, Medicine, and Religion.


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) an explorer’s pack
  • Leather armor, any simple weapon, and three sets of artisan’s tools

Table: The Artificer

Level Proficiency
Features Maximum Item Rarity Magic Item Formula Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Artificer Knowledge, Item Creation, Continual Labor, spellcasting Magic Item Table A -- --
2nd +2 Repair Damage, Homunculi Common 2 2 2
3rd +2 Magic Weapons, Artificer Tradition Common 3 3 3
4th +2 Ability Score Improvement Common 4 4 3
5th +3 Uncommon 5 4 4 2
6th +3 Unique invention Uncommon 6 4 4 2
7th +3 Artificer Tradition Feature Uncommon 7 5 4 3
8th +3 Ability Score Improvement Uncommon 8 5 4 3
9th +4 Rare 9 6 4 3 2
10th +4 Spell Storing Item Rare 10 6 4 3 2
11th +4 Rare 11 7 4 3 3
12th +4 Ability Score Improvement Rare 12 7 4 3 3
13th +5 Artificer Tradition Feature Very Rare 13 8 4 3 3 1
14th +5 Spell Storing Item Very Rare 14 8 4 3 3 1
15th +5 Very Rare 15 9 4 3 3 2
16th +5 Ability Score Improvement Very Rare 16 9 4 3 3 2
17th +6 Artificer Tradition Feature Legendary 17 10 4 3 3 3 1
18th +6 Spell Storing Item Legendary 18 10 4 3 3 3 1
19th +6 Ability Score Improvement Legendary 19 11 4 3 3 3 2
20th +6 Universal Attunement Legendary 20 11 4 3 3 3 2


Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. Spell Slots The artificer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you cast the first level spell detect magic and have a 1st-level and a 2nd-level spell slot available, you can cast detect magic using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the artificer spell list.

The Spells Known column of the artificer table shows when you learn more artificer spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown in the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the artificer spells you know and replace it with another spell from the artificer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells. You use your Intelligence modifier whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a artificer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + you Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast any artificer spell you know as a ritual if that spell has the ritual tag.

Artificer Spells
Spell Level Class Spells
1 armor of agathys, comprehend languages, detect magic, detect poison and disease, disguise self, find familiar, illusory script, mage armor, shield, shield of faith
2 arcane lock, barkskin, blur, continual flame, darkness, darkvision, enhance ability, find traps, heat metal, knock, magic mouth, magic weapon, nystul’s magic aura,Shatter
3 bestow curse, dispel magic, elemental weapon, feign death, glyph of warding, magic circle, nondetection, protection from energy, remove curse, tongues, water walk
4 fabricate, fire shield, otiluke’s resilient sphere, stone skin
5 animate objects, awaken, creation, mislead, planar binding, swift quiver, teleportation circle, wall of stone

Artificer's Focus[edit]

In addition to a normal spellcasting focus, an Artificer must choose a single mundane item to serve as the focus for any artificer spell, the spellcasting focus must be placed on the person or any creature targeted by the artificer's non-instantaneous spells. Any given item may only act as the focus of one spell at a time. If at any time a creature benefiting from an artificer's non-instantaneous spells loses possession of the focus item, the spell ends.

Artificer Knowledge[edit]

Artificers also have a deep understanding of items and the power that lies hidden within them. When you touch an object, you can focus as an action to discover if it is magical.

In addition, you know the identify spell; it does not count against the number of spells you know, and it requires no components. It still requires the same amount of time to cast and will spend a spell slot if not cast as a ritual.

Finally, you have a natural knack for making magic items work. You ignore all class requirements on the use of magic items.

Item Creation[edit]

The hallmark ability of an Artificer is the power to craft useful magic items. The artificer may craft any Item for which they have learned the proper formula. While it is possible for nearly any character to craft magical items, should the formula be stolen or lost the characters will normally be unable to re-create such things from memory. Only an Artificer possesses the necessary talent to truly learn said formulas, and craft without need of the a written guide or design.

The artificer begins play with knowledge of the formula of every consumable item from magic item table A (pg 144 DMG). They do not automatically have knowledge of the creation of drift globes or of a bag of holding.

At each level the artificer learns item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table.

The cost of creating a magic item depends on the items rarity, and is equal to 80% of the average cost of such an item.

Item Average Cost Cost to Craft Time to Craft Approximately Highest Level Spell Scroll
Potion of Healing 50gp 40gp 1 hour
Common 100gp 80gp 1 days 1
Uncommon 500gp 400gp 4 days 3
Rare 5,000gp 4,000gp 40 days 1 month 5
Very Rare 50,000gp 40,000gp 400 days 13 months 8
Legendary 500,000gp 400,000gp 4,000 days 11 years 9
  • note that additional workers can reduce these craft times dramatically.

Crafting magical items is normally a lengthy process, and is based on the Cost of Crafting an item. The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.

Magic items which specifically reproduce the effects of a specific spell will also require the spell in question to be cast at least once during the creation process, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled into the item. The spell may be cast either by the artificer himself, or by one of those characters acting as an assistant to him.

(As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.)

(In most cases an artificer should never be allowed to learn the formula's for a Manual of Bodily Health, Manual of Gainful Exercise, Manual of Quickness of Action, Tome of Clear Thought, Tome of Leadership and Influence, or Tome of Understanding. These items grant single use permanent duration effects that the DM should guard closely.)

Continual Labor[edit]

Each time the Artificer gains a level, they immediately gain a single common, uncommon or rare magical item which they are capable (at their new level) of crafting. They must pay ½ the normal cost of purchasing such an item. Assuming the Character is capable of paying appropriate costs, this item is completed and ready within 1 week of leveling up.

(The artificer is assumed to have already been working on the item, but need not declare what it is until it is actually completed.)

Repair Damage[edit]

An Artificer of 2nd level or higher may repair any touched construct. The construct regains a number of hit points equal to 1d8 + your intelligence modifier. This ability has no effect on living creatures or undead. This ability can only be used once per short rest. You also gain the Mending cantrip.


The find familiar spell functions slightly differently for an Artificer.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: dedicated wright, expeditious messenger, furtive filcher, or iron defender. The familiar you summon is always a construct instead of a celestial, beast, fey, or fiend.

Additionally when you take the attack action, you can have your Homunculus make an attack of its own.

Magic Weapons[edit]

As an action, an Artificer of 3rd level or higher may expend spell slot of 1st level or higher to imbue any weapon within 10 feet with magical energy. For the next 1 minute that weapon gains a bonus to attack and damage rolls equal to the level of the spell slot used.

Artificer Tradition[edit]

At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Battlesmith, Construct Master, Grand Merchant, Spellwright. Your choice grants you features at 3rd, 7th, 13th, and 17th levels.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Unique Invention[edit]

When an Artificer of 6th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have. For instance, the Artificer could craft a spoon with the qualities of a Frostbrand; the spoon would be treated as a weapon, but would deal damage as a spoon (0 bludgeoning) rather than a longsword. Cold damage and all other properties would be retained as normal.

All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.

Magic Rings cannot be changed to be anything other than magical rings.

Spell Storing Item[edit]

At 10th level, once a day you can create a handheld magic item that duplicates a spell of your choice from any class. The spell you choose may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.

At 10th level, you may only have one spell storing item active at a time. This increases to 2 at 14th level, and 3 at 18th level.

Universal Attunement[edit]

At 20th level, the Artificer's intimate familiarity with magic, and magical equipment allows him to gain the benefits of most any item intuitively. The artificer is automatically considered attuned to any magic item he holds, which requires attunement.

The artificer gains this benefit even if another creature is already attuned to the item, and does not cancel that creatures attunement to the item. Also, the artificer's universal attunement does not prevent other beings from attuning the item, nor is it canceled if another creature attunes it. The artificer retains this benefit up to 24 hours after losing contact with the item, as normal.

The artificer is not limited to any particular number of items they may have attuned.

Artificer Traditions[edit]

Battlesmith, Construct Master, Grand Merchant, Spellwright

Tradition of the Battlesmith[edit]


Bonus Proficiencies

When you take up the tradition of the battlesmith at 3rd level, you gain proficiency with medium armor, and shields.

Combat Infusions

At 7th level, the Battlesmith learns to infuse any hand held weapon with eldritch power, shaping that power to whichever effect they feel they need at the time.

At the end of any long rest, the artificer may designate a single weapon they touch to gain the properties of one of a list of special weapons described in the DMG. Any being may wield this weapon, though its magic lasts only 24 hours or until the Artificer completes another long rest.

The weapon may gain properties mimicking one of the following weapon types:

Dagger of Venom,
Dragon Slayer,
Dwarven Thrower,
Flame Tongue,
Frost Brand,
Giant Slayer,
Mace of Disruption,
Mace of Smiting,
Sword of Wounding,
Vicious Weapon,
Weapon of Warning.

Any pre-existing magical qualities the effected weapon may have had are superseded by the effect of this power. Despite this, any weapon may be used, and gain the qualities of any of the listed items. For example, a club could gain the fire damage and igniting ability of a Flame Tongue, or a Battleaxe could gain the poisoning effect of a Dagger of Venom.

Extra Attack

Starting at 13th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).

Tactical Infusions

By 17th level, the Battlesmith has become intimately familiar with the tools of warfare. He may use his Combat Infusions ability up to once per short rest, and may have up to 2 weapons so infused at any given time.

Tradition of the Construct Master[edit]


Craft Homunculus

At 3rd level you learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known, and does not require a spell slot.

Add your proficiency bonus to the Homunculus' AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Increase the Homunculus' hit point maximum to equal 2.5 times your Artificer level (rounded down).

The Homunculus acts independently from you, but always follows your commands (no action required).

More Homunculi

At 7th level you learn to craft and maintain additional Homunculi.

You gain a 2nd homunculus, following all the same rules as the first. Additionally, you are able to upgrade an Iron Defender from Small to Medium size. It gains all the benefits of this size increase.

At 13th level you gain a 3rd, and at 17th level a 4th Homunculi.

Unbreakable Servants

At 13th level, a Construct Master may use a bonus action to repair any of his Homunculi which he can see, as per his Repair Damage ability. If s/he uses a full action, he may repair two Homunculi instead of one.

Intelligent Servants

At 17th level, a Construct Master's may use a bonus action to direct one of his Homunculi to activate any magic item they carry and which he would be capable of using himself.

Tradition of the Grand Merchant[edit]


Mobile Workroom

By 3rd level, a Grand Merchant is used to traveling as they craft.

Once per day, during any long rest you may choose to forgo the normal benefits of your rest to complete one day's worth of crafting.

Additionally, any craft that normally would require a special area to craft in, such as a forge or laboratory, no longer requires such an area, as you have learned how to produce a suitable work environment in any area you set up in.

Your mobile lab is assumed to weigh roughly 80 lbs, and can be easily carried in a cart or by any pack animal.

Finally, up to once per week you may spend up to 1 full day without rest, ignoring any normal penalties (exhaustion and lack of ability to prepare spells) for doing so.

Merchant's Guile

At 7th level you gain proficiency with your choice of either the Deception or Persuasion skills.

Additionally, choose two of your tool proficiencies, or one of your tool proficiencies and your proficiency in Deception or Persuasion. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies, as well as for crafting periods.

Re-use Materials

At 13th level the Artificer may destroy 2 magic items and use magical energy to make a new item of equal rarity. Though this does not cover the cost in raw materials for crafting the new item, it does cover nearly the full cost of enchanting such an item.

If appropriate magical items are available for the artificer's use, he may destroy 2 of them in order to reduce the gold value cost of crafting 1 new magical item by 90%. The time required to craft the new item is based on the original cost of the item, but is reduced by half.

At 17th level, the Artificer need only destroy a single magic item of equivalent value (rather than 2) in order to gain this benefit.

Master of Sales

At 17th level the Artificer has reached the pinnacle of his craft—not as a creator of items, but as a king of the marketplace.

Choose any two skills you are proficient in, or a skill and a tool, or two tools you are proficient in. Any time you are required to make an ability check in conjunction with any of the chosen skills or tools you may add double your proficiency bonus to the roll. The artificer also gains this benefit with all rolls involving a gaming set with which they are proficient.

Tradition of the Spellwright[edit]

Scroll Book

At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. The spells do not count against the number of spells you know. All spells in your Scroll Book are treated as Artificer spells for the purpose of scroll use.

On your adventures, you can add other spells to your Scroll Book. When you find any such written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less, and you may have a total number of spell scrolls scribed equal to twice that number. Spells used from you Scroll Book do not consume a spell slot.

 Spell scrolls crafted above your normal maximum, or which you do not intend to
count against your maximum, carry a crafting cost according to the following table:
Spell level Cost to Scribe Scroll
Cantrip 100gp
1 250gp
2 500gp
3 1,000gp
4 2,500gp
5 5,000gp
6 10,000gp
7 25,000gp
8 50,000gp
9 100,000gp

Additional Spell Storing Item

At 7th level, once a day you can create a handheld magic item that duplicates a spell of your choice from any class. The spell you choose must be of a level equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.

This spell storing item is in addition to those granted to you at 10th, 14th, and 18th levels.


At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create. Wands created with this ability are inferior to other wands, and unless the Artificer has explicitly learned the formula for a particular wand, only he may activate it. The artificer may only have 3 personal wands created this way in existence at any given time (Wands for which you know the appropriate formula do not count against the limit). Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.

Contingent Spells

At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the Contingency spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect. Whenever the Artificer Crafts a Contingent Spell, it takes the place of, and counts against the maximum limit of Spell Storing Items the Artificer may have.

Artificer Homunculi[edit]

Dedicated Wright[edit]

Tiny construct, lawful neutral

Armor Class 11

Hit Points 8

Speed 30 ft.

Str 6 (-2) Dex 13 (+1) Con 17 (+3) Int 10 (+0) Wis 10 (+0) Cha 10 (+0)

Skills Perception +2, Investigation +2, Stealth +3, Senses Darkvision 60 ft., passive perception 12

Languages: All languages known by its creator

Challenge 1/4

Crafter A crafter homunculus uses its masters proficiencies with artisans tools, and may craft any mundane item its owner could. The homunculus can also assist its master on the crafting of a magic item, allowing the item to be completed much faster.

Clay Body A crafter homunculus will revert to a useless lump of clay when it would be reduced to 0 hit points, and will revert to its normal form 1 hour after it was destroyed. If it is not completely destroyed into dust, the largest piece will reform into the main form.

Hammer Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Expeditious Messenger[edit]

Tiny construct, lawful neutral

Armor Class 13

Hit Points 2

Speed 40 ft., fly 60 ft.

Str 3 (-4) Dex 18 (+4) Con 10 (+0) Int 14 (+2) Wis 13 (+1) Cha 11 (+0)

Skills Perception +3, Stealth +5

Senses Darkvision 60 ft., passive perception 13

Languages All languages known by its creator

Challenge 1/4

Message An expeditious messenger’s master can converse with a creature up to 1 mile away through the homunculus. It can carry out a continuous conversation.

Sting Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d4+4 piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If its saving throw result is 6 or lower, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to wake it.

Furtive Filcher[edit]

Tiny construct, lawful neutral

Armor Class 17

Hit Points 6

Speed 50 ft., climb 40 ft.

Str 5 (-3) Dex 20 (+5) Con 10 (+0) Int 10 (+0) Wis 10 (+0) Cha 10 (+0)

Skills Perception +3, Stealth +8, Sleight of Hand +8

Senses Darkvision 60 ft., passive perception 13

Languages All languages known by its creator

Challenge 1/4


As an action, the furtive filcher may turn invisible, as per the spell invisibility. This effect lasts until it attacks or until its concentration ends. Anything the invisible furtive filcher is carrying or wearing is invisible as long as it remains in contact with the furtive filcher (including items the homunculus lifts from other creatures).

Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d4+2 piercing damage.

Iron Defender[edit]

Small construct, lawful neutral

Armor Class 14

Hit Points 11

Speed 40 ft.

Str 12 (+1) Dex 15 (+2) Con 12 (+1) Int 6 (-2) Wis 12 (+1) Cha 6 (-2)

Skills: Perception +3, Stealth +4, Intimidation +2, Athletics +2

Senses: Darkvision 60 ft., passive perception 13

Languages: -

Challenge: 1/4

Keen Hearing and Smell The iron defender has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics The iron defender has advantage on attack rolls against a creature if at least one of the iron defender’s allies is within 5 ft. of the creature and isn’t incapacitated.

Claw Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 2d4+2 piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.


Prerequisites. To qualify for multiclassing into the Artificer class, you must meet these prerequisites:

  • Intelligence 13
  • Proficiency in one or more set of Artisan's Tools

Proficiencies. When you multiclass into the class, you gain the following proficiencies:

  • Light armor
  • one set of artisan’s tools

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