
#ARTISAN ROLL TABLE HOW TO#
Magical TinkeringĪt 1st level, you've learned how to invest a spark of magic into mundane objects. If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them. The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. (a) studded leather armor or (b) scale mailĪlternatively, you may start with 5d4x10 starting gold Optional Rule: Firearm Proficiency.You start with the following equipment, in addition to the equipment granted by your background: Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand Equipment Saving Throws: Constitution, Intelligence Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st ProficienciesĪrmor: Light armor, medium armor, shields Hit Points at 1st Level: 8 + your Constitution modifier The ArtificerĪrtificer Specialist, The Right Tool for the JobĪs an artificer, you gain the following class features. You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.

To cast a spell, an artificer might use alchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigil of power, or tinker's tools to craft a temporary charm. You can find everything you need to play one of these inventors in the next few sections.Īrtificers use a variety of tools to channel their arcane power.

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