This subclass was published on February 2nd, 2015.
Artificers are a key part of the world of Eberron. They illustrate the evolution of magic from a wild, unpredictable force to one that is becoming available to the masses. Magic items are part of everyday life in the Five Nations of Khorvaire; with an artificer in your party, they become part of every adventuring expedition.
The artificer was a separate class in prior editions of the Eberron setting, a melee combatant who specialized in mystically enhanced arms and armor. The fifth edition rules treat the artificer as a new wizard tradition that focuses on mystical invention, which you can choose starting at 2nd level.
Starting at 2nd level, you can produce magic potions. You spend 10 minutes focusing your magic on a vial of mundane water and expend a spell slot to transform it into a potion. Once you have expended a spell slot to create a potion, you cannot regain that slot until the potion is consumed or after 1 week, at which time the potion loses its effectiveness. You can create up to three potions at a time; creating a fourth potion causes the oldest currently active one to immediately lose its potency. If that potion has been consumed, its effects immediately end.
The spell slot you expend determines the type of potion you can create.
1st level spell slot - Climbing, growth or healing potion
2nd level spell slot - Mind reading or greater healing potion
3rd level spell slot - Invisibility, superior healing or water breathing potion
4th level spell slot - Resistance potion
At 2nd level, you can also tap into your reserves of magical energy to create spell scrolls. You can use your Arcane Recovery ability to create a scroll instead of regaining expended spell slots.
You must finish a short rest, then spend 10 minutes with parchment, quill, and ink to create a spell scroll containing one spell chosen from those you know. Subtract the spell's level from the total levels worth of slots you regain using Arcane Recovery. This reduction to your Arcane Recovery applies until you use the scroll and then finish a long rest.
Beginning at 6th level, you can produce magic weapons and armor. You spend 10 minutes focusing your magic on a mundane weapon, suit of armor, shield, or bundle of twenty pieces of ammunition, and expend a spell slot to infuse it with magical energy. The magic item retains its enhancement for 8 hours or until used (in the case of magic ammunition). You can infuse only one item at a time; if you infuse a second one, the first immediately loses its potency. Once you have expended a spell slot to create such an item, you cannot regain that slot until the item becomes nonmagical.
The spell slot you expend determines the type of weapon, armor, or shield you can create.
2nd level spell slot - +1 ammunition (20 pieces)
3rd level spell slot - +1 weapon or +1 shield
4th level spell slot - +1 armor
5th level spell slot - +2 weapon or +2 ammunition (20 pieces)
6th level spell slot - +2 armor
Starting at 10th level, you can create a second magic weapon, suit of armor, shield, or bundle of ammunition using your Infuse Weapons and Armor ability. Attempting to infuse a third item causes the oldest one to immediately lose its potency.
You can also create one additional potion or scroll using Infuse Potions or Infuse Scrolls.
On reaching 14th level, your mastery of arcane magic allows you to produce a variety of magic items. You can create a single item chosen from Magic Item Tables A and B in chapter 7 of the Dungeon Master's Guide (shown below). It takes you 1 week to produce such an item, and you must rest for 1 month before using this ability to craft another item.
01-50 - Potion of healing
51-60 - Spell scroll (cantrip)
61-70 - Potion of climbing
71-90 - Spell scroll (1st level)
91-94 - Spell scroll (2nd level)
95-98 - Potion of greater healing
99 - Bag of holding
00 - Driftglobe
01-15 - Potion of greater healing
16-22Potion of fire breath
23-29 - Potion of resistance
30-34 - Ammunition +1
35-39 - Potion of animal friendship
40-44 - Potion of hill giant strength
45-49 - Potion of growth
50-54 - Potion of water breathing
55-59 - Spell scroll (2nd level)
60-64 - Spell scroll (3rd level)
65-67 - Bag of holding
68-70 - Keoghtom's ointment
71-73 - Oil of slipperiness
74-75 - Dust of disappearance
76-77 - Dust of dryness
78-79 - Dust of sneezing and choking
80-81 - Elemental gem
82-83 - Philter of love
84 - Alchemy jug
85 - Cap of water breathing
86 - Cloak of the manta ray
87 - Driftglobe
88 - Goggles of night
89 - Helm of comprehending languages
90 - Immovable rod
91 - Lantern of revealing
92 - Mariner's armor
93 - Mithral armor
94 - Potion of poison
95 - Ring of swimming
96 - Robe of useful items
97 - Rope of climbing
98 - Saddle of the cavalier
99 - Wand of magic detection
00 - Wand of secret