5e Wizard Spell Slot Table
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*Dnd 5e Wizard Spell Slot Table
*Dnd 5e Wizard Level Table
Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections.
Artificers use a variety of tools to channel their arcane power. 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. 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.
You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.The ArtificerSpell Slots per Spell LevelLevelProficiency BonusFeaturesInfusions KnownInfused ItemsCantrips Known1st2nd3rd4th5th1st+2Magical Tinkering, Spellcasting--22----2nd+2Infuse Item4222----3rd+2Artificer Specialist, The Right Tool for the Job4223----4th+2Ability Score Improvement4223----5th+3Artificer Specialist feature42242---6th+3Tool Expertise63242---7th+3Flash of Genius63243---8th+3Ability Score Improvement63243---9th+4Artificer Specialist feature632432--10th+4Magic Item Adept843432--11th+4Spell-Storing Item843433--12th+4Ability Score Improvement843433--13th+5-8434331-14th+5Magic Item Savant10544331-15th+5Artificer Specialist feature10544332-16th+5Ability Score Improvement10544332-17th+6-10544333118th+6Magic Item Master12644333119th+6Ability Score Improvement12644333220th+6Soul of Artifice126443332
D&D 5th Edition Compendium. Type to search for a spell, item, class — anything! Searches must be at least 3 characters. Which Wizard did you mean? We found more than one entry for that page. Choose which one you want from the list below. Wizard Spells by School (Lists) Wizard Spells by Level (Lists). Preparing and Casting Spells. The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast.
As an artificer, you gain the following class features.Hit Points
Hit Dice: 1d8 per artificer levelHit Points at 1st Level: 8 + your Constitution modifierHit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1stProficiencies
Armor: Light armor, medium armor, shieldsWeapons: Simple weaponsTools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choiceSaving Throws: Constitution, IntelligenceSkills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of HandEquipment
You start with the following equipment, in addition to the equipment granted by your background:
*any two simple weapons
*a light crossbow and 20 bolts
*(a) studded leather armor or (b) scale mail
*thieves’ tools and a dungeoneer’s packOptional Rule: Firearm Proficiency
The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. 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.Magical Tinkering
At 1st level, you’ve learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
*The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
*Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
*The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
*A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.Spellcasting
You’ve studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don’t appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.Tools Required
You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves’ tools or some kind of artisan’s tool-in hand when you cast any spell with this Spellcasting feature (meaning the spell has an ’M’ component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player’s Handbook for descriptions of these tools.
After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.Cantrips (0-Level Spells)
At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer can trips of your choice, as shown in the Cantrips Known column of the Artificer table.
When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.Preparing and Casting Spells
The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.Spellcasting Ability
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifierRitual Casting
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.Infuse Item
At 2nd level, you’ve gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.Infusions Known
When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.Infusing an Item
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master’s Guide).
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.Artificer Specialist
At 3rd level, you choose the type of specialist you are. Your choice grants you features at 5th level and again at 9th and 15th level.SpecialtySourceAlchemistTasha’s Cauldron of EverythingEberron: Rising from the Last WarArmorerTasha’s Cauldron of EverythingArtilleristTasha’s Cauldron of EverythingEberron: Rising from the Last WarBattle SmithTasha’s Cauldron of EverythingEberron: Rising from the Last WarThe following domains are unofficial content developed by Eberron writer Keith Baker and released on the Dungeon Master’s GuildForge AdeptExploring EberronMaverickExploring EberronArchived Unearthed ArcanaArmorerUnearthed Arcana 69 - Subclasses, Part 3The Right Tool for the Job
You’ve learned how to produce exactly the tool you need: with thieves’ tools or artisan’s tools in hand, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.Ability Score Improvement
When you reach 4th level, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.Tool Expertise
Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.Flash of Genius
You’ve gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.Magic Item Adept
When you reach 10th level, you achieve a profound understanding of how to use and make magic items:
*You can attune to up to four magic items at once.
*If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.Spell-Storing Item
You can now store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a lst- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn’t have it prepared).
While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it’s been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.Magic Item Savant
At 14th level, your skill with magic items deepens more:
*You can attune to up to five magic items at once.
*You ignore all class, race, spell and level requirements on attuning to or using a magic item.Magic Item Master
Starting at 18th level, you can attune up to six magic items at once.Soul of Artifice
At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:
*You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
*If you’re reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.5thSRD
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*Spell indexes
*Spell listsMulticlassing
Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options. With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you’re a 5th-level character. As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you’ll sacrifice some focus in exchange for versatility. Prerequisites
To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher-than-average ability scores.ClassAbility Score MinimumBarbarianStrength 13BardCharisma 13ClericWisdom 13DruidWisdom 13FighterStrength 13 or Dexterity 13MonkDexterity 13 and Wisdom 13PaladinStrength 13 and Charisma 13RangerDexterity 13 and Wisdom 13RogueDexterity 13SorcererCharisma 13WarlockCharisma 13WizardIntelligence 13Experience Points
The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric. Hit Points and Hit Dice
You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character. You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice. Proficiency Bonus
Your proficiency bonus is always based on your total character level, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th-level character, which is +3. Proficiencies
When you gain your first level in a class other than your initial class, you gain only some of new class’s starting proficiencies, as shown in the Multiclassing Proficiencies table.Multiclassing ProficienciesClassProficiencies GainedBarbarianShields, simple weapons, martial weaponsBardLight armor, one skill of your choice, one musical instrument of your choiceClericLight armor, medium armor, shieldsDruidLight armor, medium armor, shields (druids will not wear armor or use shields made of metal)FighterLight armor, medium armor, shields, simple weapons, martial weaponsMonkSimple weapons, shortswordsPaladinLight armor, medium armor, shields, simple weapons, martial weaponsRangerLight armor, medium armor, shields, simple weapons, martial weapons, one skill from the class’s skill listRogueLight armor, one skill from the class’s skill list, thieves’ toolsSorcerer-WarlockLight armor, simple weaponsWizard-Class Features
When you gain a new level in a class, you get its features for that level. You don’t, however, receive the class’s starting equipment, and a few features have additional rules when you’re multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting. Channel Divinity
If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn’t give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes. Extra Attack
If you gain the Extra Attack class feature from more than one class, the features don’t add together. You can’t make more than two attacks with this feature unless it says you do (as the fighter’s version of Extra Attack does). Similarly, the warlock’s eldritch invocat
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*Dnd 5e Wizard Spell Slot Table
*Dnd 5e Wizard Level Table
Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections.
Artificers use a variety of tools to channel their arcane power. 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. 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.
You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.The ArtificerSpell Slots per Spell LevelLevelProficiency BonusFeaturesInfusions KnownInfused ItemsCantrips Known1st2nd3rd4th5th1st+2Magical Tinkering, Spellcasting--22----2nd+2Infuse Item4222----3rd+2Artificer Specialist, The Right Tool for the Job4223----4th+2Ability Score Improvement4223----5th+3Artificer Specialist feature42242---6th+3Tool Expertise63242---7th+3Flash of Genius63243---8th+3Ability Score Improvement63243---9th+4Artificer Specialist feature632432--10th+4Magic Item Adept843432--11th+4Spell-Storing Item843433--12th+4Ability Score Improvement843433--13th+5-8434331-14th+5Magic Item Savant10544331-15th+5Artificer Specialist feature10544332-16th+5Ability Score Improvement10544332-17th+6-10544333118th+6Magic Item Master12644333119th+6Ability Score Improvement12644333220th+6Soul of Artifice126443332
D&D 5th Edition Compendium. Type to search for a spell, item, class — anything! Searches must be at least 3 characters. Which Wizard did you mean? We found more than one entry for that page. Choose which one you want from the list below. Wizard Spells by School (Lists) Wizard Spells by Level (Lists). Preparing and Casting Spells. The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast.
As an artificer, you gain the following class features.Hit Points
Hit Dice: 1d8 per artificer levelHit Points at 1st Level: 8 + your Constitution modifierHit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1stProficiencies
Armor: Light armor, medium armor, shieldsWeapons: Simple weaponsTools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choiceSaving Throws: Constitution, IntelligenceSkills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of HandEquipment
You start with the following equipment, in addition to the equipment granted by your background:
*any two simple weapons
*a light crossbow and 20 bolts
*(a) studded leather armor or (b) scale mail
*thieves’ tools and a dungeoneer’s packOptional Rule: Firearm Proficiency
The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. 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.Magical Tinkering
At 1st level, you’ve learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
*The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
*Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
*The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
*A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.Spellcasting
You’ve studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don’t appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.Tools Required
You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves’ tools or some kind of artisan’s tool-in hand when you cast any spell with this Spellcasting feature (meaning the spell has an ’M’ component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player’s Handbook for descriptions of these tools.
After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.Cantrips (0-Level Spells)
At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer can trips of your choice, as shown in the Cantrips Known column of the Artificer table.
When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.Preparing and Casting Spells
The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.Spellcasting Ability
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifierRitual Casting
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.Infuse Item
At 2nd level, you’ve gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.Infusions Known
When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.Infusing an Item
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master’s Guide).
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.Artificer Specialist
At 3rd level, you choose the type of specialist you are. Your choice grants you features at 5th level and again at 9th and 15th level.SpecialtySourceAlchemistTasha’s Cauldron of EverythingEberron: Rising from the Last WarArmorerTasha’s Cauldron of EverythingArtilleristTasha’s Cauldron of EverythingEberron: Rising from the Last WarBattle SmithTasha’s Cauldron of EverythingEberron: Rising from the Last WarThe following domains are unofficial content developed by Eberron writer Keith Baker and released on the Dungeon Master’s GuildForge AdeptExploring EberronMaverickExploring EberronArchived Unearthed ArcanaArmorerUnearthed Arcana 69 - Subclasses, Part 3The Right Tool for the Job
You’ve learned how to produce exactly the tool you need: with thieves’ tools or artisan’s tools in hand, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.Ability Score Improvement
When you reach 4th level, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.Tool Expertise
Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.Flash of Genius
You’ve gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.Magic Item Adept
When you reach 10th level, you achieve a profound understanding of how to use and make magic items:
*You can attune to up to four magic items at once.
*If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.Spell-Storing Item
You can now store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a lst- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn’t have it prepared).
While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it’s been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.Magic Item Savant
At 14th level, your skill with magic items deepens more:
*You can attune to up to five magic items at once.
*You ignore all class, race, spell and level requirements on attuning to or using a magic item.Magic Item Master
Starting at 18th level, you can attune up to six magic items at once.Soul of Artifice
At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:
*You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
*If you’re reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.5thSRD
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*Spell indexes
*Spell listsMulticlassing
Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options. With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you’re a 5th-level character. As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you’ll sacrifice some focus in exchange for versatility. Prerequisites
To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher-than-average ability scores.ClassAbility Score MinimumBarbarianStrength 13BardCharisma 13ClericWisdom 13DruidWisdom 13FighterStrength 13 or Dexterity 13MonkDexterity 13 and Wisdom 13PaladinStrength 13 and Charisma 13RangerDexterity 13 and Wisdom 13RogueDexterity 13SorcererCharisma 13WarlockCharisma 13WizardIntelligence 13Experience Points
The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric. Hit Points and Hit Dice
You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character. You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice. Proficiency Bonus
Your proficiency bonus is always based on your total character level, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th-level character, which is +3. Proficiencies
When you gain your first level in a class other than your initial class, you gain only some of new class’s starting proficiencies, as shown in the Multiclassing Proficiencies table.Multiclassing ProficienciesClassProficiencies GainedBarbarianShields, simple weapons, martial weaponsBardLight armor, one skill of your choice, one musical instrument of your choiceClericLight armor, medium armor, shieldsDruidLight armor, medium armor, shields (druids will not wear armor or use shields made of metal)FighterLight armor, medium armor, shields, simple weapons, martial weaponsMonkSimple weapons, shortswordsPaladinLight armor, medium armor, shields, simple weapons, martial weaponsRangerLight armor, medium armor, shields, simple weapons, martial weapons, one skill from the class’s skill listRogueLight armor, one skill from the class’s skill list, thieves’ toolsSorcerer-WarlockLight armor, simple weaponsWizard-Class Features
When you gain a new level in a class, you get its features for that level. You don’t, however, receive the class’s starting equipment, and a few features have additional rules when you’re multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting. Channel Divinity
If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn’t give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes. Extra Attack
If you gain the Extra Attack class feature from more than one class, the features don’t add together. You can’t make more than two attacks with this feature unless it says you do (as the fighter’s version of Extra Attack does). Similarly, the warlock’s eldritch invocat
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