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Artificer

Base ClassEberron Campaign Setting (ECS), p. 29
Hit Die
d6
Skill Points
4 + Int

Class Features

Weapon and Armor Proficiency: Artificers are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields).

Infusions: An artificer is not a spellcaster, but he does have the ability to imbue items with magical infusions. Infusions are neither arcane nor divine; they are drawn from the artificer infusion list (see Chapter 5: Magic). They function just like spells and follow all the rules for spells. For example, an infusion can be dispelled, it will not function in an antimagic area, and an artificer must make a Concentration check if injured while imbuing an item with an infusion.

An artificer can imbue an item with any infusion from the list without preparing the infusion ahead of time. Unlike a sorcerer or bard, he does not select a subset of the available infusions as his known infusions; he has access to every infusion on the list that is of a level he can use.

It is possible for an artificer to learn infusions that are not on the normal artificer infusion list. These might include ancient infusions he finds in the ruins of Xen’drik or secret infusions known only to the members of certain guilds or organizations. When he encounters such an infusion, an artificer can attempt to learn it by making a Spellcraft check (DC 20 + spell level). If this check succeeds, he adds the infusion to his list. If not, he can try again when he gains another rank in Spellcraft, assuming he still has access to the new infusion.

To imbue an item with an infusion, an artificer must have an Intelligence score equal to at least 10 + the infusion level (Int 11 for 1st-level infusions, Int 12 for 2nd-level infusions, and so forth). The save DC is Intelligence-based.

Like spellcasters, an artificer can use only a certain number of infusions of a particular level per day. His base daily infusion allotment is given on the accompanying table. In addition, he receives extra infusions per day if he has a sufficiently high Intelligence score (see Table 1—1: Ability Modifiers and Bonus Spells, page 8 of the Player’s Handbook).

An artificer’s infusions can only be imbued into an item or a construct (including warforged). He cannot, for example, simply imbue an ally with belt of giant strength for the duration of the infusion. He can, however, imbue living construct subtype, and infusions such as repair light damage and Use Magic Device skill to use a wand of light, even though Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st-level bottle of air (caster level 7th), he would need a check result of 27 or higher to emulate the water breathing prerequisite.

The artificer must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete (see Creating Magic Items, page 282 of the Dungeon Master’s Guide). If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he can make one final check—his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost.

For purposes of meeting item prerequisites, an artificer’s effective caster level equals his artificer level +2. If the item duplicates a spell effect, however, it uses the artificer’s actual level as its caster level. Costs are always determined using the item’s minimum caster level or the artificer’s actual level (if it is higher). Thus, a 3rd-level artificer can make a scroll of fireball, since the minimum caster level for fireball is 5th. He pays the normal cost for making such a scroll with a caster level of 5th: 5 X 3 X 12.5 = 187 gp and 5 sp, plus 15 XP. But the scroll’s actual caster level is only 3rd, and it produces a weak Use Magic Device skill to emulate the light spell to create a wand of light, even though Craft Construct feat. He must emulate the spell requirements (arcane eye, mending, and mirror image) as normal for making a magic item, and he must pay all the usual gold and XP costs (though he can spend points from his craft reserve). An artificer can also upgrade an existing homunculus that he owns, adding 1 Hit Die at a cost of 2,000 gp and 160 XP.

If an artificer gives his homunculus more than 6 Hit Dice, it becomes a Small creature and advances as described in the Monster Manual (+4 Str, —2 Dex, damage increases to Id6). The homunculus also gains 10 extra hit points for being a Small construct.

An artificer’s homunculus can have as many Hit Dice as its master’s Hit Dice minus 2. No matter how many Hit Dice it has, a homunculus never grows larger than Small.

Note: An artificer is not limited to the the basic homunculus described in the Monster Manual. He can use this ability to construct other types of homunculi (such as the ones found on pages 284—287 of the Eberron Campaign Setting). The same rules apply.

Retain Essence (Su): At 5th level, an artificer gains the ability to salvage the XP from a magic item and use those points to create another magic item. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the artificer adds the XP it took to create the item to his craft reserve. These points are lost if the artificer does not use them before gaining his next level.

For example, an artificer wants to retain the essence of a Empower Spell feat to a Wand Mastery.

Advancement

Level Base Attack Bonus Fort Save Ref Save Will Save Special Craft Reserve Infusions per Day
1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +2 Artificer knowledge, artisan bonus, disable trap, item creation, Scribe Scroll 20 2
2nd +1 +0 +0 +3 Brew Potion 40 3
3rd +2 +1 +1 +3 Craft Wondrous Item 60 3 1
4th +3 +1 +1 +4 Craft homunculus, bonus feat 80 3 2
5th +3 +1 +1 +4 Craft Magic Arms and Armor, retain essence 100 3 3 1
6th +4 +2 +2 +5 Craft Wand 150 3 3 2
7th +5 +2 +2 +5 Metamagic spell trigger 200 3 3 2
8th +6/+1 +2 +2 +6 Bonus feat 250 3 3 3 1
9th +6/+1 +3 +3 +6 Craft Rod 300 3 3 3 2
10th +7/+2 +3 +3 +7 400 3 3 3 2
11th +8/+3 +3 +3 +7 Metamagic spell completion 500 3 3 3 2 1
12th +9/+4 +4 +4 +8 Craft Staff, bonus feat 700 3 3 3 2 2
13th +9/+4 +4 +4 +8 Skill mastery 900 3 3 3 3 2
14th +10/+5 +4 +4 +9 Forge Ring 1,200 4 3 3 3 3 1
15th +11/+6/+1 +5 +5 +9 1,500 4 4 3 3 3 2
16th +12/+7/+2 +5 +5 +10 Bonus feat 2,000 4 4 4 3 3 2
17th +12/+7/+2 +5 +5 +10 2,500 4 4 4 4 3 3
18th +13/+8/+3 +6 +6 +11 3,000 4 4 4 4 4 3
19th +14/+9/+4 +6 +6 +11 4,000 4 4 4 4 4 4
20th +15/+10/+5 +6 +6 +12 Bonus feat 5,000 4 4 4 4 4 4

Class Skills