Artificer (Dungeons & Dragons)

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D&D Character Classes
Base classes from Player's Handbook

Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
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Sorcerer
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Additional/Alternative base classes

Archivist
Ardent
Artificer
Beguiler
Binder
Crusader
Divine Mind
Dragon Shaman
Dragonfire Adept
Dread Necromancer
Duskblade
Erudite
Factotum
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Sha' ir
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Sohei
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Spellthief
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Swashbuckler
Swordsage
Totemist
Truenamer
Warblade
Warlock
Warmage
Wilder
Wu Jen

NPC Classes

Adept
Aristocrat
Commoner
Expert
Magewright
Warrior

Unearthed Arcana generic classes

Expert
Spellcaster
Warrior

Prestige classes

Contents

[edit] Overview

The artificer is a character class in the Dungeons & Dragons 3.5 edition roleplaying game that was introduced in Eberron. The artificer is a unique base class that reflects many of the core themes of Eberron.

The class is not mechanically similar to any of the other classes; though arguably the combination of combat abilities (including weapon and armor proficiencies), buffing spells and repair spells make it most similar to the cleric core class.

Through a combination of infusions and item creation abilities artificers can add a great deal of flexibility to a party.

The artificer is a complex class, requiring extensive bookkeeping if a player fully utilizes its item creation abilities.

No currently published race has artificer as a favored class, though being a warforged artificer gives the player the advantage of being able to use his infusions on himself. It has also been suggested that gnomes be given artificer as a favored class, due to their technical aptitude.

There is also a variant psionic artificer.

[edit] Campaign Setting

Though also introduced in the Magic of Faerun, artificers are most often seen in the Eberron campaign setting. Artificers are heavily written into the Eberron world with their own guild (House Cannith). The common people in the metropolis of Sharn and other Eberron cities rely heavily on artificers to maintain the magical infrastructure. Artificers represent many of the high-magic elements of Eberron as a campaign setting.


[edit] Class features

[edit] Infusions

The artificer's abilities act primarily on items and constructs. The artificer uses intelligence based "Infusions" instead of typical magics and psionics. Infusions work similarly to spells but must be implanted in a specific object, giving it a temporary magic effect. Rather than casting "bull's strength" directly on a character, an artifcer might infuse a similar strength enhancing effect into a belt the intended recipient is wearing.

[edit] Rogue Abilities

Artificers gain a wide variety of the tinkerer class features that are usually reserved for Rogues:

  • The ability to find and disable traps with a DC >20.
  • Skill Mastery at 13th level.
  • Class skills such as Open Lock, Disable device, Use magic device, etc.

Adding an artificer to a party can offset the lack of trap-finding abilities and mechanical know-how when no rogue is present. However Stealth is not generally something they are very proficient with

[edit] Item creation

An artificer can create a magic item even if he does not have access to the spells that are prerequisites for them. A series of Use Magic Device checks are made to emulate each needed spell. These checks can also be made in place of race or alignment requirments. In addition, the artificer receives a bonus to caster level when attempting to create an item.

Artificers receive every item creation feat as bonus "at or near the level where it becomes available to spellcasters."

  • Scribe Scroll- 1st
  • Brew Potion - 2nd
  • Craft Wondrous Item - 3rd
  • Craft Magic Arms and Armor - 5th
  • Craft Wand - 7th
  • Craft Rod - 9th
  • Craft Staff - 12th
  • Forge Ring - 14th

At 5th level Artificers gain the ability to salvage XP from one magic item to use in another using a supernatural ability named "Retain Essence"

[edit] Craft Reserve

Artificers receive a number of "craft reserve" points every level. These points can be used instead of XP in the creation of new magic items. Thus Artificers are able to make use of item creation feats such as "forge ring" and "craft wondrous item" without the experience penalty that other spell casters must take.

[edit] Constructs

Constructs, mechanical beasts, and particularly Warforged fall under the Artificer's area of influence. Specific infusions can be cast to Repair or inflict damage to any creature with a construct subtype. The feat 'craft construct' and the spell 'construct lock' are also good examples of this.

[edit] Homunculus

At fourth level Artificers may craft a homunculus companion. A homunculus is similar to a Wizard's familiar but more intelligent and generally better equipped to a single task. Magic of Eberron Provided expanded options for homunculus companions. Warforged artificers can also choose to forge an intelligent weapon in place of a homunculus (see Races of Eberron)

[edit] Relevant Accessories


[edit] External links