“ I see the secret patterns of magic, and through the items I carry, I can use that magic to protect you, heal you . . . or make you explode.”

Role: Leader. You channel arcane power into items that empower your allies and hinder your enemies.
Power Source: Arcane. The cryptic formulas of arcane magic and the complex recipes of alchemy appeal to you. You are especially knowledgeable about magic items.
Key Abilities: Intelligence, Constitution

Armor Proficiencies: Cloth, leather.
Weapon Proficiencies: Simple melee, simple ranged.
Implement: orbs, rods, staffs, wands
Bonus to Defense: +1 Fortitude, +1 Will.

Hit Points at 1st Level: 12+ Constitution Score.
Hit Points per Level Gained: 5
Healing Surges per Day: 7+ Constitution Modifier.

Trained Skills: Arcana. From the class skills list below, choose 4 more trained skills at 1st level.
Class Skills: Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), Heal (Wis), History (Int), Perception (Wis), Thievery (Dex).

Build Options: Battlesmith.
Class features: Arcane Replenishment, Components, Healing Infusion, Ritual Casting.

Artificers treat mastery of magic like a technical skill. They see a pattern in energy and matter, and they develop an understanding of how to manipulate the flow of arcane energy in and around material objects and creatures. Artificers learn to channel magic into items by using complex chains of sigils and diagrams or by using magical materials. With their skills, they can assemble the perfect magical object for any situation.

As an artificer, you might have learned your craft through a variety of means. You could be a formal student of arcana who became interested in magic items and artifacts. Maybe you’re a tinkerer who devised magic tools in a musty basement. Or perhaps you are an explorer who found your knowledge in forgotten places.

With a bandolier slung across your chest, you carry an arsenal of alchemical compounds, magical implements, mundane materials, and tools. You mix reagents, drink potions, and craft items. And you use your knowledge to infuse yourself and your allies with arcane power. One day, your magical skills will carry you into legend.


This article features the battlesmith. As a battlesmith, you focus on healing allies and strengthening allies with your spells. You infuse allies’ weapons and armor with magic, creating effects that shield friends while harming enemies. Your spells rely on Intelligence for accuracy and Constitution for potency.


Improved healing and powers that improve allies’ abilities are the focus of this build. Feat: Durable (Human feat: Toughness)

Skills: Arcana, Heal, History, Perception, Thievery


You have the following class features.

ARCANE REPLENISHMENT Your study of magic items has given you the ability to manipulate the power contained within such objects. You can restore energy drained from a magic item. During a short rest, you can recharge an item’s daily power. You can recharge an item that has a level less than or equal to your level + your Intelligence modifier.

You can use arcane replenishment once per day, plus you gain one additional use for each milestone you reach. An item can be recharged by arcane replenishment only once per day.

COMPONENTS Your weapons, implements, and other gear are inscribed with runes and mystic patterns. You carry esoteric reagents and materials, along with tiny crafted objects that you use to create your artifices (see below). Eventually, you also pack a large number of magic items. If you don’t have what you need, you can transmute mundane materials into components. After an extended rest, you craft, imbue, or prepare the objects and compounds you need to use your powers for the day.

HEALING INFUSION The artificer’s Healing Infusion class feature works like a power. The Healing Infusion class feature encompasses multiple powers. An artificer can access powers from this class feature twice per encounter. At 16th level, you can access powers from this class feature three times per encounter.

Artificer Feature—Healing Infusion: Curative Admixture

Casting your restorative compound into the air, you create a cloud that you infuse with arcane energy to bolster you and your comrades.
Encounter (Special)—Arcane
Minor Action—Close burst 5 (10 at 11th level, 15 at 21st level)
Targets: You and each ally in burst
Effect: Each target can spend a healing surge to gain temporary hit points equal to your Constitution modifier + 1.
Increase the amount of temporary hit points gained to Constitution modifier + 2 at 6th level, Constitution modifier + 3 at 11th level, Constitution modifier + 4 at 16th level, Constitution modifier + 5 at 21st level, and Constitution modifier + 6 at 27th level.
Special: You can use a healing infusion power twice per encounter, but only once per round. At 16th level, you can use a healing infusion power three times per encounter, but only once per round.
Prerequisite: Healing Infusion

First published in Dragon Magazine 365.

Artificer Feature—Healing Infusion: Restorative Formula

You breathe arcane energy into a special mixture of restorative compounds. You then blow that mixture into the air, focusing it on someone in need.
Encounter (Special) Arcane, Healing
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level. Special: You can use a healing infusion power twice per encounter, but only once per round. At 16th level, you can use a healing infusion power three times per encounter, but only once per round.
Prerequisite: Healing Infusion

First published in Dragon Magazine 365.

Appears in Player’s Handbook
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals.


You possess a ritual book, and it contains two rituals you have mastered: Make Whole and one other 1st-level ritual of your choice.


Artificers make use of rods, staffs, and wands to help channel and direct their arcane powers. Without an implement, an artificer can still use artificer powers, including those that have the implement keyword. An artificer wielding a magic rod, staff, or wand can add its enhancement bonus to the attack rolls and the damage rolls of artificer powers, as well as artificer paragon path powers, that have the implement keyword.

Some artificer powers have the weapon keyword and often require a ranged weapon. If the ranged weapon fires ammunition, the ammunition carries the power’s effect. Otherwise, the weapon carries the effect. When the attack is made, a mundane weapon returns to the artificer like a magic thrown weapon does.

First published in Dragon Magazine 365.

Artificer’s Powers—Ask the DM to help you with this.


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