Artificer

Class Features.

As an Artificer, you gain the following class features.

Hit Points.

Hit dice: 1d8 per level.
Hit points at 1st level: 8 + Constitution modifier.
Hit points at higher levels: 1d8 (or +5) plus your constitution modifier per artificer level after 1st.

Proficiencies.

Armor. Light armor, medium armor, shields.
Weapons. All simple weapons.
Tools. Thieves tools, Artificer’s tools.

Saving throws. Wisdom, Intelligence.
Skills. Choose any 4 from: Arcana, History, Nature, Religion, Insight, Investigation, Medicine.

Equipment.

a) A pick or b) a mace
a) Studded leather, b) Scale mail, or c) Chainshirt.
a) a Dungeoneers pack, or b) an Explorer’s pack.
a) A light crossbow and 20 bolts or b) any simple weapon.
Thieves tools, Alchemist’s tools.

Artificer knowledge.

At 1st level, choose 2 from Arcana, History, Nature or Religion. Your proficiency bonus is doubled for these two skills.

Level Proficiency
bonus
Features Infusions
known
- Infusions per day -
1st 2nd 3rd 4th 5th
1st +2 Artificer knowledge, Infusions 2 2 - - - -
2nd +2 Alchemy 3 3 - - - -
3rd +2 Craft Homunculus, Magical familiarity 3 3 1 - - -
4th +2 Ability score improvement 4 3 2 - - -
5th +3 Use magic device 4 3 3 1 - -
6th +3 Scribe scroll 5 3 3 2 - -
7th +3 5 3 3 2 - -
8th +3 Ability score improvement 6 3 3 3 1 -
9th +4 6 3 3 3 2 -
10th +4 7 3 3 3 2 -
11th +4 7 3 3 3 2 1
12th +4 Ability score improvement 8 3 3 3 2 2
13th +5 8 3 3 3 3 2
14th +5 9 4 3 3 3 3
15th +5 9 4 4 3 3 3
16th +5 Ability score improvement 10 4 4 4 3 3
17th +6 10 4 4 4 4 3
18th +6 11 4 4 4 4 4
19th +6 Ability score improvement 11 4 4 4 4 4
20th +6 12 4 4 4 4 4
Alchemy.

You can create common alchemical substances (as listed in the equipment section of the Players Handbook) at half the listed price.

Infusions.

You learn to brew infusions which grant you one use of a magical spell. You may know a cantrip from any class as a 1st level infusion. Whenever the table above grants you an additional infusion known, you can learn that infusion from the spell list of any class.

Magical familiarity.

You can identify items with spell effects automatically that mimic a spell of a level that you can cast.

Craft Homunculus.

You can create a magical beast as a companion. This beast is a type of golem imbued with the stuff of life. It can obey simple commands.

Use magic device.

You can use the magic devices of all classes.

Artificer

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