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.