Artificer

Class Features

As an Artificer, you gain the following class features.

Hit Points

Hit Dice: 1d8 per artificer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Thieves' tools, tinker’s tools, one type of artisan’s tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose three from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

Equipment

You start with 200 gp, in addition to the equipment granted by your background. The following are good starting items for artificers:

Table: The Artificer
LevelFeaturesDiscoveries KnownSchematics KnownUpgraded ItemsCantrips KnownMana PoolMax Spell Level
1stMagical Tinkering, Spellcasting241st
2ndField Discoveries, Schematics142241st
3rdArtificer Specialist, The Right Tool for the Job142261st
4thAbility Score Improvement, Favored Items242261st
5thArtificer Specialist feature2632142nd
6thTool Expertise2632142nd
7thIntellectual Calibre3632172nd
8thAbility Score Improvement3632172nd
9thArtificer Specialist feature, Recycle3842273rd
10thMagic Item Adept4843273rd
11thSpell-Storing Item4843323rd
12thAbility Score Improvement4843323rd
13thMarvel of Innovation51053384th
14thMagic Item Savant51054384th
15thArtificer Specialist feature51054444th
16thAbility Score Improvement61054444th
17thItem Recharge61264575th
18thMagic Item Master61264575th
19thAbility Score Improvement71264645th
20thSoul of Artifice71264645th
Table: The Epic Level Artificer
LevelFeaturesDiscoveries KnownSchematics KnownUpgraded ItemsCantrips KnownMana PoolMax Spell Level
21stEpic Ability Score Improvement, Magic Item Expert71475736th
22ndArtifice Trinket81475736th
23rdSpell-Storing Item (3rd Level)81475736th
24thArtificer Specialist feature81475736th
25thEpic Ability Score Improvement, Magic Item Indemnity91685837th
26thSpell-Storing Item (4th Level)91685837th
27thArtificer Specialist feature91685837th
28thTool Mastery101686837th
29thEpic Ability Score Improvement, Spell-Storing Item (5th Level)101896948th
30thGrand Artificer101896948th

Magical Tinkering

1st-level Artificer feature
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 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

1st-level Artificer feature
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.

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

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.

Spells Known of 1st Level and Higher

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 (minimum of one spell). The spells must be of a level for which you can cast.

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 modifier

Ritual Casting

You can cast an Artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Field Discoveries

2nd-level Artificer feature
Experimentation is the key to scientific progress, and through your experiences and findings in the field, you’ve discovered new skills and data. You gain one Field Discover of your choice. Field Discoveries are detailed on the Field Discoveries page. The Discoveries Known column of the Artificer table shows when you learn more elective studies. Unless otherwise noted, you can gain each Discovery only once.

Additionally, when you gain a level in this class, you can choose one of the Field Discoveries you know and replace it with another Field Discovery that you could learn at that level.

Schematics

2nd-level Artificer feature
You've gained the ability to imbue mundane items with certain magical upgrades, turning those objects into magic items.

Schematics Known

When you gain this feature, pick four artificer schematics to learn, choosing from the Artificer Schematics session at the end of the class's description. You learn additional schematics 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 schematics you learned with a new one.

Upgrading an Item

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer schematics, turning it into a magic item. A schematic works on only certain kinds of objects, as specified in the schematic’s description. If the item requires attunement, you can attune yourself to it the instant you upgrade the item. If you decide to attune to the item later, you must do so using the normal process for attunement.

Your schematic upgrade remains in an item indefinitely, but when you die, the upgrade vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The upgrade also vanishes if you replace your knowledge of the schematic.

You can upgrade more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Upgraded 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 upgrades at a time. If you try to exceed your maximum number of upgrades, the oldest upgrade ends, and then the new upgrade applies.

If an upgrade ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

Artificer Specialist

3rd-level Artificer feature
You choose the type of specialist you are. Your choice grants you features at 5th level and again at 9th, 15th, 24th, and 27th level.

AlchemistTasha's Cauldron of Everything. Altered.
ArchivistUnearthed Arcana. Altered
ArmorerTasha's Cauldron of Everything. Altered.
ArtilleristTasha's Cauldron of Everything. Altered.
Battle SmithTasha's Cauldron of Everything. Altered.
Forge AdeptExploring Eberron. Altered.
MastermakerDread Metrol: Into the Mists. Altered.
MaverickExploring Eberron. Altered.
VoyagerROYal Brews. Altered.

The Right Tool for the Job

3rd-level Artificer feature
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

4th-level Artificer feature
When you reach 4th level, and again at 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. In addition, you may select a single Feat you meet the prerequisites for.

You may also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level. The proficiency you replace needn't be from this class.

Lastly, you can do one of the following, representing the magic within you flowing in new ways:

Favored Items

4th-level Artificer feature
You choose a type of item you specialize in. Choose one of the following:

Armor. Armor you carry does not count as bulky items. Additionally, you do not count the weight of any worn armor when determining your carrying capacity, and your speed is not reduced by armor you wear.
Constructs and Vehicles. Construct creatures and vehicles you build or summon gain additional hit points equal to your artificer level, and turn any critical hits against them into normal hits.
Equipment. Your expertise in magic items allows you to combine and layer them in creative ways. You can wear two items you would otherwise be unable to wear multiple sets of, such as two helmets, cloaks, or pairs of boots. You must still attune to each item individually if they require attunement.
Foci. You can use an arcane focus, druidic focus, holy symbol, or instrument as a spellcasting focus. You ignore all class requirements on attuning to or using magical foci.
Potions. When you create a potion, you create a second potion of the same type at no additional cost or time.
Scrolls. The gold and time you must spend to make such a scroll are halved, and you may cast spells from a spell scroll using your Intelligence even if it is not on the Artificer spell list.
Weapons. When you upgrade weapons using your known schematics, you may apply two upgrades to the same weapon.
Wondrous Items. You learn two additional schematics, and may upgrade 2 additional items. These extra schematics must be Replicate Magic Item choosing a Wondrous Item, and the extra upgrades must be Wondrous Items.

Tool Expertise

6th-level Artificer feature
Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.

Intellectual Calibre

7th-level Artificer feature
Your attitudes and academic manners have cemented how you and your intellect are perceived by your peers. Choose one of the following:

Eccentric. Your excitement for your work is infectious and most find your quirky methodology inescapably endearing. You gain proficiency in Persuasion, and you can always choose to use Intelligence when making a Persuasion check.
Genius. You’re known for coming 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.
Perfectionist. Your demand for perfection extends past your own work, and with only a discerning glare and a few choice words you can make the confident seem foolish. You gain proficiency in Intimidation, and you can always choose to use Intelligence when making an Intimidation check.

Recycle

9th-level Artificer feature
You have learned how to manage your magic and inventions more efficiently. Choose one of the following.

Battery Drain. As a bonus action, you can drain the magic from an upgraded item you touch, ending your upgrade on it to regain mana equal to twice your proficiency bonus. After you have used this ability, you cannot do so again until you finish a long rest.
Salvage Mana. When you cast a spell of 1st-level or higher, and every target succeeds on the saving throw against the spell, you can restore mana equal to half the cost of the spell. After you have regained mana equal to twice your proficiency bonus in this way, you cannot do so again until you finish a long rest.
Supercharge. After you use charges from an item that has an ability to regain charges, you may choose to restore one charge to the item. Doing this prevents effects that would occur upon expending the item’s last charge. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Magic Item Adept

10th-level Artificer feature
You achieve a profound understanding of how to use and make magic items:

Spell-Storing Item

11th-level Artificer feature
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 1st 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.

At 23rd level, you can choose 3rd-level spells with your Spell-Storing Item feature. Upon reaching 26th-level, you can choose 4th level spells, and at 29th level, you can choose 5th-level spells.

Marvel of Innovation

13th-level Artificer feature
You’ve managed to truly improve on an existing product or create something new altogether, taking a solid step forward in the technological development of the world. When you first gain this feature, choose a type of artisan’s tools you are proficient with and a newly invented foodstuff, object, or trade good that could conceivably be crafted using those tools. For example, using brewer’s supplies you could invent carbonated sodas, using glassblower’s tools you could invent glowing iridium glassware, or using jeweler’s tools you could invent a fine mechanism for better-performing pocket watches.

Through patents, deals, and contracts, you earn a steady income from the sale of your invention in major cities and trade routes. You gain 150 gp, and another 150 gp at the beginning of each month. At the DM’s discretion, this number may increase or decrease over the course of your adventure. This total is independent from income made by selling the product individually.

In addition, your notoriety as a great inventor spreads along with your invention. While you are in a region that sells your invention, you have advantage on social checks made to interact with people who use, make, or sell your product.

Magic Item Savant

14th-level Artificer feature
Your skill with magic items deepens more:

Item Recharge

17th-level Artificer feature
You’ve learned what makes magic items tick and how to charge them up on your own. While you are attuned to a magic item that uses charges, you can use a bonus action to end one of your artificer upgrades to restore 1d6 + 1 expended charges. The DM may rule that certain legendary magic items, like the Luck Blade, cannot benefit from this ability.

Magic Item Master

18th-level Artificer feature
Starting at 18th level, you gain 2 additional attunement slots.

Soul of Artifice

20th-level Artificer feature
You develop a mystical connection to your magic items, which you can draw on for protection:

Epic Level Artificer: Epic Ability Score Improvement

21st-level Artificer feature
When you reach 21st level, and again at 25th and 29th level, you gain the benefits of an Ability Score Improvement, but your ability score increase can bring an ability score above 20, to a maximum of 24.

Epic Level Artificer: Magic Item Expert

21st-level Artificer feature
Your skill with magic items reaches new heights:

Epic Level Artificer: Artifice Trinket

22nd-level Artificer feature
You learn to craft a special trinket. The trinket can be a ring, a necklace, an earring, a bracelet, a belt buckle, a brooch, or another Tiny object in whatever shape you choose. Crafting a trinket requires you to have a regular version of the object you wish the trinket to resemble, thieves’ tools, and copper wiring worth at least 5 gp which is consumed in the crafting. Crafting the trinket takes an hour and can be done during a short or long rest. You can craft up to three trinkets. If you exceed the maximum by crafting a fourth trinket, the oldest trinket loses its magic. An artifice trinket is magical only for you. When you craft a trinket, choose one' of the following types:

Trinket of Flawless Tracking. While wearing or holding this trinket, you can use an action to make a ranged spell attack against a target within range. A creature must succeed on a Wisdom (Perception) check against your artificer spell save DC to discern that you are making the attack. On a hit, a tracker shoots from the trinket and sticks to the target for 1 hour before falling off. The tracker is a minuscule piece of copper inside a tiny droplet of sticky liquid. While you are wearing or holding the trinket, you sense the direction to the tracker’s location, as long as the tracker is within 1,000 feet of you. If the tracker is moving, you know the direction of its movement. The trinket holds up to three trackers at a time and can have up to three trackers active at a time. When a tracker falls off its target is ceases to function. You can spend 10 minutes using your thieves’ tools and expending 1 gp worth of copper during a short or long rest to craft up to three new trackers and load them into the trinket.
Trinket of Limited Storage. While wearing or holding this trinket, you can use an action to touch it against an object that isn’t being worn or carried. If the object weighs no more than 6 lbs. it disappears, as it is magically miniaturized and transported inside the trinket. While wearing or holding the trinket, you can use an action to magically pull forth the stored object again. The trinket can hold one object and any attempt to store an object in the ring while it already contains an object fails.
Trinket of Lifelike Projection. While wearing or holding this trinket, you can magically create the effect of a major illusion spell without expending a spell slot or material components. When duplicated in this way, the effect ends early if you and the illusion are further than 60 feet apart or if you can no longer see the illusion.

Epic Level Artificer: Magic Item Indemnity

25th-level Artificer feature
Your skill with magic items reaches new heights:

Epic Level Artificer: Tool Mastery

28th-level Artificer feature
You gain proficiency with all tools, and your proficiency bonus is applied three times for any ability check you make that uses your proficiency with a tool.

Epic Level Artificer: Grand Artificer

30th-level Artificer feature
Your impeccable skill and methodology is the stuff of legend. Each of your items can be benefit from up to two different upgrades. Additionally, you can upgrade magic items, but a magic item can only be affected by one of your upgrades.

Artificer Schematics

Arcane Propulsion Armor
Prerequisites: 14th level, A suit of armor (requires attunement)
The wearer of this armor gains these benefits:
  • The wearer's walking speed increases by 5 feet.
  • The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.
  • The armor can't be removed against the wearer's will.
  • If the wearer is missing any limbs, the armor replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.
Armor of Magical Strength
Prerequisite: A suit of armor (requires attunement)
This armor has 6 charges. The wearer can expend the armor's charges in the following ways:
  • When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
  • If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.
The armor regains 1d6 expended charges daily at dawn.
Boots of the Winding Path
Prerequisites: 6th level, A pair of boots (requires attunement)
While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.
Enhanced Arcane Focus
Prerequisite: A rod, staff, or wand (requires attunement)
While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

The bonus increases to +2 when you reach 10th level in this class.
Enhanced Defense
Prerequisite: A suit of armor or a shield
A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

The bonus increases to +2 when you reach 10th level in this class.
Enhanced Weapon
Prerequisite: A simple or martial weapon
This magic weapon grants a +1 bonus to attack and damage rolls made with it.

The bonus increases to +2 when you reach 10th level in this class.
Helm of Awareness
Prerequisites: 10th level, A helmet (requires attunement)
While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can't be surprised, provided it isn't incapacitated.
Homunculus Servant
Prerequisite: A gem or crystal worth at least 100 gp
You learn intricate methods for magically creating a special homunculus that serves you. You can cast the create homunculus spell, except the material component is only 100 gp. In addition, by using your Bonus Action, you can command it to attack or take another action. Otherwise, the homunculus uses the Dodge action. If you are Incapacitated, the homunculus can take any action of its choice.
Mind Sharpener
Prerequisite: A suit of armor or robes
The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.
Radiant Weapon
Prerequisites: 6th level, A simple or martial weapon (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.
Repeating Shot
Prerequisite: A simple or martial weapon with the ammunition property (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.

If the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
Replicate Magic Item
Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables below. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.

In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making.
Replicable Items (2nd-Level Artificer)
Magic ItemAttunement
Alchemy jugNo
Bag of holdingNo
Cap of water breathingNo
Goggles of nightNo
Rope of climbingNo
Sending stonesNo
Wand of magic detectionNo
Wand of secretsNo
Replicable Items (6th-Level Artificer)
Magic ItemAttunement
Boots of elvenkindNo
Cloak of elvenkindYes
Cloak of the manta rayNo
Eyes of charmingYes
Gloves of thieveryNo
Lantern of revealingNo
Pipes of hauntingNo
Ring of water walkingNo
Replicable Items (10th-Level Artificer)
Magic ItemAttunement
Boots of striding and springingYes
Boots of the winterlandsYes
Bracers of archeryYes
Brooch of shieldingYes
Cloak of protectionYes
Eyes of the eagleYes
Gauntlets of ogre powerYes
Gloves of missile snaringYes
Gloves of swimming and climbingYes
Hat of disguiseYes
Headband of intellectYes
Helm of telepathyYes
Medallion of thoughtsYes
Necklace of adaptationYes
Periapt of wound closureYes
Pipes of the sewersYes
Quiver of EhlonnaNo
Ring of jumpingYes
Ring of mind shieldingYes
Slippers of spider climbingYes
Ventilating lungsYes
Winged bootsYes
Replicable Items (14th-Level Artificer)
Magic ItemAttunement
Amulet of healthYes
Arcane propulsion armYes
Belt of hill giant strengthYes
Boots of levitationYes
Boots of speedYes
Bracers of defenseYes
Cloak of the batYes
Dimensional shacklesNo
Gem of seeingYes
Horn of blastingNo
Ring of free actionYes
Ring of protectionYes
Ring of the ramYes
Repulsion Shield
Prerequisites: 6th level, A shield (requires attunement)
A creature gains a +1 bonus to Armor Class while wielding this shield.

The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.
Resistant Armor
Prerequisites: 6th level, A suit of armor (requires attunement)
While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
Returning Weapon
Prerequisite: A simple or martial weapon with the thrown property
This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a ranged attack.
Spell-Refueling Ring
Prerequisites: 6th level, A ring (requires attunement)
While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.

Epic Level Artificer Schematics

Arm-Mounted Force Projector
Prerequisite: 21st-level Artificer, a suit of plate armor
You upgrade a suit of plate armor with an arm-mounted force projector. The suit’s wearer can take the Attack action to make a ranged weapon attack using your spell attack bonus out to a range of 120 feet. On a hit, the projector deals 2d6 force damage.
Replicate Magic Item
Prerequisite: See Below
Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a different magic item that you can make with it, picking from the Replicable Magic Items tables below. If a table has a level in its title, you must be of at least that level in this class to choose an item from the table.

In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making.
Replicable Items (22nd-Level Artificer)
Magic ItemAttunement
Amulet of proof against detectionYes
Cape of the mountebankNo
Chime of opening (1 use)No
Cloak of displacementYes
Decanter of endless waterNo
Eversmoking bottleNo
Folding boatNo
Ioun stone (rare)Yes
Replicable Items (26th-Level Artificer)
Magic ItemAttunement
Amulet of the planesYes
Animated shieldYes
Cloak of arachnidaYes
Crystal ball (very rare)Yes
Immovable rodNo
Ioun stone (very rare)Yes
Replicable Items (29th-Level Artificer)
Magic ItemAttunement
Ioun stone (legendary)Yes
Necklace of adaptationYes
Rod of absorptionYes
Trinket Ingenuity
Prerequisite: 28th-level Artificer, a trinket created with the Artifice Trinket feature
The trinket is upgraded depending on its type.
  • Trinket of Flawless Tracking. The trinket automatically regenerates used trackers when you finish a short or long rest and you can use it to track a tracker up to 10,000 feet from you.
  • Trinket of Limited Storage. The trinket can now hold creatures but a creature must be willing to be miniaturized and stored in the trinket. A creature stored in the trinket can exit at any time by using an action to do so, reappearing in the nearest unoccupied space in its regular size. In addition, the trinket can now hold any number of creatures or objects so long as the combined weight doesn’t exceed 100 lbs.
  • Trinket of Near-Lifelike Projection. You can now use your trinket to cast the major illusion spell at 6th level without expending a spell slot or material components. When cast in this way, the spell ends early if you and the illusion are further than 120 feet apart or if you can no longer see the illusion.