Artificer

Class • EFOTALink to source

The Artificer

Masters of Invention

Hit Point Die: d8

Primary Abilities: Intelligence

Saving Throw Proficiencies: Constitution, Intelligence

Skill Proficiencies: Choose 2 from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

Weapon Proficiencies: Simple Weapons

Armor Proficiencies: Light Armor, Medium Armor, Shields

Tool Proficiencies: Thieves’ Tools, Tinker’s Tools, and one type of Artisan’s Tools of your choice

Starting Equipment: Choose A or B: (A) Studded Leather Armor, Dagger, Thieves’ Tools, Tinker’s Tools, Dungeoneer’s Pack, and 16 GP; or (B) 150 GP

Subclasses: Alchemist, Armorer, Artillerist, Battle Smith, Cartographer

Masters of invention, Artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions.

Loading...