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Artificer Feats

Feat Level ASI Benefit
Anti-Construct Combat 4 When dealing damage to a construct with a weapon or spell, spend spell slot to deal 1d6 + 1d6 per spell level, max 5d6; must also mave Con save or be stunned
Arcane Recharge 5 Spell a spell slot of highest level you can cast to restore 1 charge to a charged magic item; usable 1/LR or if ≥11st level usable 2/LR
Forgecraft Adept 1 Dex or Int When healing a construct, add 1/2 artificer level + Int mod to damage healed, and make checks with adv; also +1 ASI to Dex or Int
Improved Magical Tinkering 1 Con or Int Enhanced effects for Magical Tinkering ability, they last indefinitely and you can have # of effects = 2× Int mod; also +1 ASI to Int or Wis
Infusion Master 5 Con or Int Infuse 1 additional item at a time; learn 1 additional infusion; also +1 ASI to Con or Int
Integrated Infuser 2 Int Can infuse a construct's body as a valid target for any infusion that requires a specific item if it could fit; also +1 ASI to Int
Rapid Infusion 8 You can infuse an item in 10 minutes instead of requiring a long rest; usable 1/LR
Recover the Spark 1 When you cast a spell that completely fails to affect anyone, use bonus action to recover the spells slot; slot level max 5th; usable 1/LR
Skilled Crafter 6 Craft a magic item in 1/2 the normal time, at -25% gold cost, and it has 2× the normal hp
Trigger and Strike 5 When you trigger a magic or infused item as an action, you can make 1 weapon attack as a bonus action; usable PB/LR
Legend
1/LR Usable once per long rest
ASI Ability Score Increase
hp hit points
PB/LR Usable a number of times
per long rest equal to
your proficiency bonus
Anti-Construct Combat

Your knowledge of construct nature allows you to deal extra damage to, or even immobilize, such foes.

Prerequisite: 4th level Artificer

Benefit: When you deal damage to a construct with a weapon attack or artificer spell, you can expend one artificer spell slot to overload its systems. The construct takes an additional 2d6 force damage for a 1st-level slot, plus 1d6 for each slot level higher than 1st― to a maximum of 5d6. They must also succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be stunned until the end of your next turn.

Arcane Recharge

You've developed a way to restore energy to magical devices using your own arcane power.

Prerequisite: 5th level Artificer

Benefit: As an action, you can expend a spell slot of your highest available level to restore 1 expended charge to a magic item you are attuned to. You can do this once per long rest, or twice per long rest if you are 11st level or higher.

Forgecraft Adept

Your familiarity with or training in warforged construction and design enables you to repair them skillfully.

Prerequisite: 1st level Artificer, narrative reason for being familiar with warforged

Benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.

  • When you restore hit points to a construct using a spell, ability, or artisan's tools, you add one half your artificer level + your Intelligence modifier to the hit points restored. You also make any associated ability checks with advantage.

Improved Magical Tinkering

You have refined your ability to infuse mundane objects with minor magical effects.

Prerequisite: 1st level Artificer

Benefits:

  • Increase your Constitution, Intelligence, or Wisdom by 1, to a maximum of 20.

  • Your Magical Tinkering effects now last indefinitely until you dismiss them, rather than ending when you exceed your maximum number of active effects.

  • You can have a number of active Magical Tinkering effects equal to twice your Intelligence modifier (minimum of 2).

  • When you imbue a Tiny nonmagical object with your Magical Tinkering, beyond the normal options you have from the Magical Tinkering feature, you can also choose one of the following enhanced properties:

  • Bright Beacon: The object sheds bright light in a 20-foot radius and dim light for an additional 20 ft. As a bonus action, you can cause the light to pulse in different colors or patterns. This does not require concentration.

  • Advanced Message: When the object is tapped, it can emit a recorded message of up to 30 seconds long. You can record up to three different messages into the object, each triggered by a specific action (such as tapping, shaking, or holding).

  • Persistent Soundscape: The object continuously emits a sound that is perceivable up to 30 ft away. Alternatively, you can cause the object to emit ambient soundscapes such as rain, marketplace chatter, or battle sounds.

  • Animated Visual: The object displays an persistent, animated visual effect on its surface (such as a waving flag, moving gears, or an eye that blinks). The animation is a simple one that loops. It can also include up to 100 words.

Infusion Master

Your ability to weave magic into mundane objects has advanced beyond your peers, allowing you to maintain and create more magical prototypes.

Prerequisite: 5th level Artificer

Benefits:

  • Increase your Constitution or Intelligence by 1, to a maximum of 20.

  • You can infuse one additional item at a time.

  • You learn one additional artificer infusion of your choice.

Integrated Infuser

Your familiarity with or training in warforged construction and design enables you to infuse parts of their body into magic items.

Prerequisite: 2nd level Artificer, narrative reason for being familiar with warforged

Benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.

  • You can count a construct's body as a valid target for any infusion that would normally require an item of a specific type, provided the item could reasonably be built into the construct's body.

Rapid Infusion

You've perfected a rapid infusion technique, allowing you to deploy magical devices in the field under tight time constraints.

Prerequisite: 8th level Artificer

Benefit: You can infuse an item over the course of ten minutes instead of only at the end of a long rest. Once you use this feature, you can't use this feature again until you finish a long rest. If the item requires attunement, you can attune to the item as part of the infusion process.

The infusion must be one you know and must follow all normal requirements (such as item type, or available infusion slots). The object must be nonmagical and meet all normal criteria.

Recover the Spark

You've learned to harness collapsing spell structures, pulling the residual arcane energy back into yourself when magic fails.

Prerequisites: 1st level Artificer, Sorcerer, or Wizard

Benefit: When you cast a spell between 1st and 5th level and it fails completely— meaning it misses all targets, is saved against by all targets so as to have no effect, or is counterspelled— you can use your bonus action to regain the spell slot.

You can use this feat once per long rest. You can't use this feature for spells of 6th level or higher.

Skilled Crafter

Your skill in magical construction allows you to craft items at great speed and efficiency.

Prerequisite: 6th level Artificer

Benefits:

  • When you craft a magic item, you do so in half the normal time and at 75% of normal cost in gold pieces.

  • Any item you craft or infuse has twice as many hit points.

Trigger and Strike

You've trained to follow up magical activations with physical attacks in the heat of battle.

Prerequisite: 5th level Artificer

Benefit: When you activate a magic item or infused item ability as part of your action, you can as a bonus action make one weapon attack. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.