Wizard Tradition: The Artificer

Artificers are a key part of the world of Eberron. They illustrate the evolution of magic from a wild, unpredictable force to one that is becoming available to the masses. Magic items are part of everyday life in the Five Nations of Khorvaire; with an artificer in your party, they become part of every adventuring expedition.

Class Features

Infuse Potions

Starting at 2nd level, you can produce magic potions. You spend 10 minutes focusing your magic on a vial of mundane water and expend a spell slot to transform it into a potion. Once you have expended a spell slot to create a potion, you cannot regain that slot until the potion is consumed or after 1 week, at which time the potion loses its effectiveness.

The spell slot you expend determines the type of potion you can create. See chapter 7 of the Dungeon Master’s Guide for complete rules on potions.

Spell Slot Potion Created 1st Climbing, Growth, Healing 2nd Mind Reading, Greater Healing 3rd Invisibility, Superior Healing, Water Breathing 4th Resistance

Infuse Scrolls

At 2nd level, you can also tap into your reserves of magical energy to create spell scrolls. You can use your arcane recovery to create a scroll instead of casting a spell. You must spend 10 minutes with parchment, quill, and ink to create a spell scroll containing one spell chosen from those you know. You cannot regain the expended recovery amount until the scroll is used or after 1 week, at which time the scroll loses its enchantment.

Infuse Weapons and Armor

Beginning at 6th level, you can produce magic weapons and armor. You spend 10 minutes focusing your magic on a mundane weapon, suit of armor, shield, or bundle of twenty pieces of ammunition, and expend a spell slot to infuse it with magical energy. The magic item retains its enhancement for 8 hours or until used (in the case of magic ammunition). Once you have expended a spell slot to create such an item, you cannot regain that slot until the item becomes nonmagical. The spell slot you expend determines the type of weapon, armor, or shield you can create.

Spell Slot Item Created 1st +1 Ammunition (20 pieces) 2nd +1 Weapon, Shield 3rd +1 Armor 4th +2 Ammunition (20 pieces), Weapon, Shield 5th +2 Armor

Alchemical Spellcasting

Starting at 10th level, you've become proficient in the ability to not only alchemically manipulate physical objects, but also the expert process of modifying spellcasting. When you cast a spell with a spell slot that deals acid, cold, fire, lightning, or thunder damage, you can substitute that damage type with one other type from that list (you can chance only one damage type per casting of a spell).

When you cast a spell with a spell slot, you may also expend an additional spell slot to modify that spell.

An additional 1st-level spell slot can increase the spell's raw force. If you roll damage for the spell as you cast it, increase the damage against every target by 2d10 Force damage.

An additional 2nd-level spell slot can increase the spell's range. If the spell you cast has a range of 30 feet or longer, you may extend it up to 1 mile.

An additional 3rd-level spell slot can modify the spell's magical effect. If the spell requires a saving throw as you cast it, you may change the saving throw's abilty score to another ability score of your choice.

Superior Artificer

At 14th level, your understanding of magical infusion is unmatched, allowing you to infuse a second potion, scroll, weapon, or suit of armor when using your Infuse Potion, Infuse Scroll, or Infuse Weapons and Armor abilities, as well as apply a second Alchemical Spellcasting alteration of your choosing when you expend a spell slot to modify a cast spell.