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A Mage made for encanting items, both permanently and temperarly

In Eberron, magic is almost technology. Spellcasters specialize in ceertain forms of that technology, while artificers tinker with its fundamental workings. Artificers understand magic on a different level from spellcasters, and do not cast spells as wizards and clerics do. They have an amazing facility with magic items and constructs, and in many ways, they keeps the magical world of Eberron Running.

Adventures: Artificers adventure for a variety of reasons. They seek deposits of rare minerals and dragonshards for use in there creations. They search for hidden arcane secrets related to making magic items or constructs. They face danger to acquire money to buy ot make magic items. Like any other adventurers, they might also be motivated by a desire to fight evil or gain power, or by anysimilar reasons.

Characteristics: Artificers are perhaps the ultimate magical dabblers. The can use just about any spell from wand or scroll, empower ordinary items with temporary magical power, repair damaged constructs ( Like warforged), alter the function of existing magical items, and craft magical items, constructs, and dragonshard items. They have a limited list of their own spell-like infusions that they can apply to objects, and they can also work with any of the spells on other classes' spell lists. Their magic is neither arcane or divine, and they are not bound by that classification: Their trade in magic is the most abstract ( they might say purest) form.

Alignment: If artificers have a tendency towards any alignment, it is neutral. They are more interested in their work than in moral implications. Some artificers create magic items for the common good, while others seek to create items of temendous destructive power.

Religion: Many artificers revere the deity Onatar, Lord of Fire and Forge. Others are too preoccupied with mastering magic-including divine magic- to worry about the gods who may or may not be the source of magic.

Background : Like Wizards, artificers learn their craft through long years of hard study. the share a sense of camaraderie with others who have endured similar training. They view other artificers as either colleagues or rivals. Rivarly may takea friendly form as artificers try to outdo each other in thier creations and accomplishments, or it could turn deadly, with artificers sneding construct assassins after each other.

Races: Humans excel as artificers, having no natural attachment to the aesthetics of magics as elves do, and no knack for a particular expression of magic as gnomes have. Their analytical minds makes then well suited to the artificers task of reducing magic to its component pieces and reassembling it in a new form. Despite their charisma penalty, warforges also make fine artificers, having a particular affintity for the creation of other constructs. Dwarves and gnomes , with their skill in crafting of mundane items, show equal skill in the magical craft of the artificer. Halfing, elves, half-elves, half-orcs, kalashtar,shifters, and changelings do not have strong traditions in this class and often choose different magical pathways.

Other Classes: Artificiers work best when providing magicial support to members of other classes. Though they are quite versatile , their taletns lie in enhancing the items- weapons, armor, wands, and other gear- used by all members of an adventuring party. The think of every party member as a components of a machine, encouraging better teamwork within a group and sometimes providing strategy and tactics afforded by their unique mindset.

Role: In a typical adventureing party, artificers have a range of roles revolving around magic items. They bring an unparalled flexibility to both using and creating such itmes. In a party that doesnt include a druide , for example, an artificer can use (or scribe) a scroll of barkskin or wield a staff of the woodlands. Though they can fight reasonably well, few artificers are inclined to engage in front-rank melee combat.


Artificers have the following game statistics. Abilities:Charisma is the most important ability for an artificer, becuase severak if his infusions rely on his ability to make Use Magic Device checks. Intelligence is also important becuase it determines the effectiveness of his infusions, but in a lesser role thenfor most spellcasters. A High dexterity improves the artificers defensive ability. Alignement: Amy Hit Die: d6

Class Skills

THe artificer's class skills (and the key ability for each skill) are Appraise (Int), Concentration(Con), Craft (Int), Disable Device (Int), Knowledge ( Arcana) (INT), Knowledge ( Architecture and engineering) (Int), Knowledge ( the plane) (int), Open Lock (Dex), Profession (Wis), Search (Int), Spellcraft (Int) and Use Magic Device (Cha)
Skill Points at 1st Level: (4+ Int Modifier) x 4
Skill points at Each Additional Level: 4 + Int modifier

Level BAB Fort Ref Will Craft Infusions per day
Save Save Save Special Reserve 1ST 2ND 3RD 4TH 5TH 6TH
1 +0 +0 +0 +2 Artificer Knowledge, Artisan Bonus, Disable Trap, Item Creation , Scribe Scroll 50 2 - - - - -
2 +1 +0 +0 +3 Brew Potion 40 3 - - - - -
3 +2 +1 +1 +3 Craft Wondrous Item 60 3 1 - - - -
4 +3 +1 +1 +4 Craft Homunculus , Bonus Feat 80 3 2 - - - -
5 +3 +1 +1 +4 Craft Magic Arms and Armour, Retain Essence 100 3 3 1 - - -
6 +4 +2 +2 +5 Metamagic Spell Trigger 150 3 3 2 - - -
7 +5 +2 +2 +5 Craft Wand 200 3 3 2 - - -
8 +6/+1 +2 +2 +6 Bonus Feat 250 3 3 3 1 - -
9 +6/+1 +3 +3 +6 Craft Rod 300 3 3 3 2 - -
10 +7/+2 +3 +3 +7 - 400 3 3 3 2 - -
11 +8/+3 +3 +3 +7 Metamagic Spell Completion 500 3 3 3 2 1 -
12 +9/+4 +4 +4 +8 Craft Staff, Bonus Feat 700 3 3 3 2 2 -
13 +9/+4 +4 +4 +8 Skill Mastery 900 3 3 3 3 2 -
14 +10/+5 +4 +4 +9 Forge Ring 1,200 4 3 3 3 3 1
15 +11/+6/+1 +5 +5 +9 - 1,500 4 4 3 3 3 2
16 +12/+7/+2 +5 +5 +10 Bonus Feat 2,000 4 4 4 3 3 2
17 +12/+7/+2 +5 +5 +10 - 2,500 4 4 4 4 3 3
18 +13/+8/+3 +6 +6 +11 - 3,000 4 4 4 4 4 3
19 +14/+9+/+4 +6 +6 +11 - 4,000 4 4 4 4 4 4
20 +15/+10/+5 +6 +6 +12 Bonus Feat 5,000 4 4 4 4 4 4


All of the following are class features of the artificer.

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

Infusions: Return to Class Table
An artificer is not a spellcaster , but he does have the ability to imbue items with magicial 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 imbueing 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 sorceror or bard, he does not select a subset of the available infusions as his known infusions; he has acccess to every infusion on the list that 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 members of certian guilds or organizations. When he encounters such an infusion ,and artificer can attempt to learn it by making a spellcraft check(DC20 + spell level). If this check suceeds, he addess the infusion to his list. If not, he can try agian when he gians 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 leasts 10 + the infusion level (Int 11 for 1st-level infusions, Int 12 for 2nd-level infusions, and so forth). Infusions never allow saving throws.

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 PHB).

An Artificers infusions can only be imbued into an item or a construct (including warforged). He cannot, for example, simply imbue an ally with bull's strength. He must imbue that ability into an item his ally is wearing. The item then functions as a belt of giant strength for the duraton of the infusion. He can, however, imbue, bull's strength on a construct with the living constructs subtype, and infusions such as repair light damage and iron construct function only when imbued on such characters.

Many infusions have long casting times, often 1 minute or more. An artificer can spend 1 action point to imbue any infusion in 1 round (takes 1 round to cast).

Like a spellcaster, an artificer applies item creation feats and metamagic feats to his infusions. Like a sorceror, an artificer can apply a metamagic feat to an infusion spontaneously, but doing this requires extra time. An artificer can craft alchemical items as though he were a spellcaster.

An artificer cannot automatically use a spell trigger or spell completetion item if the equivalent spells appears on his infusion list. For example, an artificer must still employ the Use Magic Device skill to use a wand of light, even though light appears on his infusion list.

Each day, an artificer must focus his mind on his infusions. He needs 8 hours of rest, after which he spends 15 minutes concentrating . During this periodm the artificer readies his mind to hold his daily allotment of infusions. Without suc ha period of time to refresh himself, the character does not regain the infusions slots he used up the day before. Any infusions used withing the last 8 hours count agianst the artificers daily limit.

Craft Reserve: Return to Class Table
An artificer receives a poll of points he can spend instead of experience points when crafting a magic item. Each time the artificer gains a new level, he receives a ew craft reserve: leftover points from the previous level do not carry over. If the points are not spent, they are lost. An artificer can also use his craft reserve to supplemeny the XP cost of the itme he is making, takeiung a portion of the cost from his craft reserve and a portion from his own XP.

Artificer Knowledge: Return to Class Table
An artificer can make a special artificer knowledge check with a bonus equal to his artificer level + his intelligence modifier to detect whether a specific item has a magical aura.

The artificer must hold and examine the object for 1 minute. A successful check agianst DC 15 determines that the object has magical qualities, but does not reveal specific powers of the item.

An artificer cannot take 10 or take 20 on this check. A particular item can only beexamined in this fashion one time; if the check fails, the artificer can learn no more about that object.

Artisan Bonus: Return to Class Table
An artificer gains a +2 bonus on Use Magic Device checks to activate and item of a kind for which he has the prerequisite item creation feat. For example, an artificer who has the Craft Wand feat gains a +2 bonus on checks about that object.

Disable Trap: Return to Class Table
An artificer can use the search skill to locate traps when the task hasa difficulty class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if its well hidden. FInding a magical trap hasa DC of 25+ the level of the spell used to create the trap.

An artificer who beats a trap's DC by 10 or more with a Disable Device check can stdy a trap, figure out how it works, and bypass it ( with his party) without disarming the trap.

Item Creation (EX): Return to Class Table
An artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item. The artificer must make a successful Use Magic Device check (DC 20+ caster level) to emulate each spell required to create the item. Thus to make a 1st level wands of magic missile, an artificer would need a Use Magic Device check result of 21 or higher. To create a 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 succesful check for each prerequisite for each item he makes. If he fails a check, he can try agian each day until the item is complete ( see Creating Magic items, page 282 of the dungeons master 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 for that day. If that check also fails, the the creation process fails and the time, money, and XP expended to craft the item are lost.

For purposes of meeting item prerequisties, an artificers effective caster level equals his artificer level +2. If the item duplicates a spell effect, however, it uses the artificers level as its caster level. COsts are always determined using the items 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 actuall caster level is only 3rd, and it produces a weak fireball that deals only 3d6 points of damage.

An artificer can also make Use Magic Device checks ro emulate nonspell requirements, including alignment and race, using normal DC's for the skill. He cannot emulate slill or feat requirements, however, including item creation feat prerequisites. He must also meet the caster level prerequisite, including the minimum level to cast a spell he stores in potion, wand, or scroll.

An artificer's infusions do not meet spell prerequisites for creating magic items. For Example, an artificer must still employ the Use Magic Device Skill to emulate the light spell to create a wand of light, even though light appears on his infusion list.

Bonus Feat: Return to Class Table
an artificer gains a bonus feat at 4th level and every four level thereafter (8th, 12th 16th, and 20th). For each of these bonus feats, the artificers must choose a metamagic feat or a feat from the following list: Attune Magic Weapon, Craft Construct ( Sean the Monster Manual page 303), Exceptional Artisan, Extra Rings, Extraordinary Artisanm Legendary Artisan, Wand Mastery.

Craft Homunculus (Ex): Return to Class Table
At 4th level , an artificer can create a homunculus as if he had the 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 goldand XP costs( though he can spend points from his craft reserve). An artificer can also upgrade an existing homunculus that he owns, addind 1 Hit die at a cost of 2000gp and 160XP. If an artificer fives 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 1d6). The homunculus also gains 10 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 homunculs never grows larger than small.

Retain Essence (Su): Return to Class Table
At 5th level, an artificer gains the ability to salvage thee XP from a magic item and use those points to create another 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 the 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 gianing his next level. For Example, an artificer wants to retain the essence of a wand of summon monster IV that has 20 charges. Origionally creates (like all wands) with 50 charges, it required 840 XP when initially made, or 16.8 XP (840/50) per charge. The artificer is able to recover the XP from the remaining charges. He pots 336 XP (16.8 X 20) into his craft reserve.

Metamagic Spell Trigger(SU): Return to Class Table
At 6th level , an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (genrally a wand). He must have the approriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell lecels the metamagic feat would add to a spell. For example, an artificer can quicken a spell cast from a wand by spending 5 charges (4 additional charges), empower the spell by spending 3 charges, or trigger the spell silently by spending 2 charges. An artificer cannut use this ability when using a spell trigger item that does not have charges, such as prayer beads.

Metamagic Spell Completion (Su): Return to Class Table
At 11th level, an artificer gains the ability to apply a metamagic feat he knows to a spell completions trigger item (generally a scroll). He must have the appropriate item creation feat for the spell completion that he is using. The DC for the Use Magic Device check is equal to 20 + (3x the modified level of the spell). For example, applying the Empower Spell feat to a scroll of cone of cold, creating a 7th level effect, has a DC of 20+ (3 x 7), or 41. An artificer can use this ability a number of times equal to 3 + his intelligence modifier.

Skill Mastery: At 13th level, an artificer can take 10 when making a Spellcraft or Use Magic Device Check, even if stress and distractions would normally prevent him from doing so. This ability circumvents the normal rule that a character may not take 10 on a Use Magic Device check.

Artificer Options: a number of additional options in this book make good choices for an artificer. Feats: Attune Magic Weapon, Bind Elemental, Exceptional Artisan, Extra Rings, Extraordinary Artisanm Legendary Artisan, Wand Mastery.

Artifcer starting gold. A 1st level artificer begins playwith 5d4 X 10gp (125 gp).

Artificer Infusion List

1st level

Return to Class Table
Armor Enhancement, Lesser: Armor or Shield gains special ability with +1 bonus market price modifier.
Energy Alteration: Item using one kind of energy uses another instead.
Enhancement Alteration: Magic shield's enhancement bonus applies to shield bash attacks, or magic weapons enhancement bonus applies to Two-weapon Defense.
Identify: Determines properties of magic item.
Inflict Light Damage: Deals 1d8 +1/level damage (maximum +5) to a construct.
Light: Object shines like a torch
Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Magic Vestment: Armor or Shield Gains +1 or better enhancement bonus.
Magic Weapon: Weapon gains +1 enhancement bonus.
Repair Light Damage: "Cures" 1d8+1/level (maximum +5) to a construct
Resistance Item: Item bestows +1 or better resistance bonus on saving throws
Shield of Faith: Aura grants +2 or higher deflection bonus
Skill Enhancement: Item bestows circumstance bonus on skill checks
Spell Storing Item: Store one spell in an item
Weapon Augmentation, Personal: Your weapon gains special ability with +1 bonus market price modifier.

2nd level

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Align Weapon:Weapon becomes good,evil,lawful, or chaotic.
Armor Enhancement:Armor or shield gains special ability with up to +3 bonus market modifier.
Bear's Endurance:Subject gains +4 to Constitution for 1 min./level.
Bull's Strength: Subject gains +4 to Strength for 1min./level.
Cat's Grace:Subject gains +4 to Dexterity for 1min./level.
Chill Metal:Cold Metal damages those who touch it.
Eagle's Splendor: Subject gains +4 to Charisma for 1min./level.
Fox's Cunning:Subject gains +4 to Intellgence for 1min./level.
Heat Metal:Make metal so hot it damages those who touch it.
Inflict Moderate Damage: Deals 2d8+1/level damage (maximum +10) to a construct.
Owl's Wisdom:Subject gains +4 to Wisdom for 1 min./level.
Repair Moderate Damage: Cures 2d8+1/level damage (maximum +10) to a construct.
Toughen Construct: Grants construct +2(or higher) enhancement to natrual armor.
Weapon Augmentation, Lesser:Weapons gains special ability with +1 bonus market price modifier.

3rd level

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Armor Enhancement, Greator Armor or shield gains special ability with up to a +5 bonus market price modifier.
Construct Energy Ward: Construct gains resistance 10 to a secified energy type.
Inflict Serious Damage:Deals 3d8+1/level damage (maximum +15) to a construct.
Magic Weapon, Greater:Weapon gains +2 or better enhancement bonus
Metamagic Item:Imbue spell trigger item with metamagic feat.
Power Surge:Charged spell trigger item gains temporary charges
Repair Serious Damage:Cures 38+1/level damage (maximum +15) to a construct.
Stone Construct: Construct gains DR 10/adamantine.
Supress Requirements:Item that requires class feature, race, ability score, or alignment to function to its fullest potential no longer carries that requirement.

4th level

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Construct Energy Ward, Greater: Construct gains immunity to specified energy type.
Globe of Invulnerability, Lesser: Stops 1st through 3rd-level spell effects.
Inflict Critical Damage:Deals 4d8+1/level damage (maximum +20) to a construct
Item Alteration:Item that provides a certain type of bonus provides a different type of bonus to the same value or roll.
Iron Construct: Construct gains DR 15/adamantine and talks half damage from acid and fire.
Minor Creation:Creates one cloth or wood object.
Repair Critical Damage:Cures 4d8+1/level damage (maximum +20) to a construct
Rusting Grasp:Your Touch corrodes iron and alloys
Shield of Faith, Legion's:Allies gain +3 or higher Ac bonus
Weapon Augmentation:Weapon gains special ability with up to +3 bonus market price modifier.

5th level

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Diruspting Weapon:Melee weapon destroys undead.
Fabricate:Transforms raw materials into finished items.
Major Creation:As minor creation, plus stone and metal.
Wall of Force:Wall is immun to damage
Wall of Stone:Creates a stone wall that can be shaped.

6th level

Return to Class Table
Blade Barrier:Wall of blades deals 1d6/level damage
Disable Construct:Deals 10/level damage to target construct.
Globe of Invulnerability:as lesser globe of invulnerability, plus 4th level spells.
Hardening:Item's hardness increases by 1 per 2 levels
Move Earth:Digs trenches and build hills.
Total Repair:Repairs 10/level damage to target construct.
Wall of Iron:30hp/four levels; can topple on foes.
Weapon Augmentation, Greater:Weapon gains special ability with up to +5 bonus market price modifier.

Artificer Relevent Feats

Through your study of magic weapons, you have become adept at eking every advantage out of their enchantment qualities.
Prerequisites:Craft Magic Arms and Armor, Caster Level 5th.
Benefit:When you wield a magic weapon, you gain a +1 insight bonus on attack and damage rolls. Special:You must spend 24 hours with a newly acquired weapon before you can gain the benefit when wielding it.

You are an expert at creating magic items faster than usual.
Prerequisites:Any item creation feat
Benefit:When determining the time you need to craft any item, reduce the base item time by 25%

Your familiarity with forging magic rings allows you to make use of more rings than normal.
Prerequisites:Forge Ring, Caster Level 12th
Benefit:You can wear up to four magic rings, two on each hand, and all function normally.
Normal:Without thise feat, you can only wear and use two magic rings at one time.

You an expert at creating magic items at a lower cost than normal.
Prerequisites:Any item creation feat
Benefit:When determining the gold piece value in raw materials you need to craft any item, reduce the base item cost by 25%

You have mastered the method of creating magic items.
Prerequisites:Any item creation feat
Benefit:When determining your XP COST you need to craft any item, reduce the base item cost by 25%

Wands are far more potent in your hands.
Prerequisites:Craft Wand, caster level 9th.
Benefit:When you use a wand, the Dc of the saving throws agianst the wand's effect is increased by 2 and the wand's effective caster level is increased by 2.