Artificers are masters of invention. Their studies deal with metamagic, the "seventh form" of magic that consists of the intricacies of magical theory and the building blocks by which all other spells are formed. Using this knowledge they can create complex magical artifacts to solve almost any problem.
To an Artificer, nothing is more fascinating than uncovering the secrets of magic and how it relates to modern science. In the Torchlight Society, artificers study both complex enchantments and alchemy. They are constantly working on the idea for their next great creation.
Difficulty | ★★★ Advanced |
Hit Point Increment | 5 or 1d8 + your CON modifier per Scholar level |
Magic Skill Points | 4 |
Spell Studies |
![]() ![]() ![]() ![]() |
Enchantment Studies |
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Natural Skills |
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
You craft items on the fly to assist your team with obstacles. Your magical artifacts come in handy to solve complex puzzles and find clues.
You're always eager for an opportunity to show off your inventions and your ingenuity.
You fight with a mixture of enchanted weapons, alchemical bombs, and spells. You support your team with powerful potions and your collection of magical inventions.
You tinker and experiment with new ideas for magical inventions. You use any leftover energy from the day to charge spells into your focus for the next day.
Level | Feature | Focus Energy | Spellcraft Skill | Caster Level |
---|---|---|---|---|
1 | Artificer Specialties, Spellcasting, Spell Studies, Enchantment Studies, Alchemist's Pouch | 1 | ||
2 | Learning Experience, Natural Skill Improvement | 1 | ||
3 | Magical Focus | 20 | 1 | |
4 | Spell Studies, Specialty Improvement | 24 | 2 | |
5 | Artificer Bonus, Enchantment Studies | 30 | 2 | |
6 | Ability Score Improvement, Alchemist's Pouch (Uncommon) | 36 | 2 | |
7 | Spell Studies, Enchantment Studies | 42 | 3 | |
8 | Spellcraft, Artificer Bonus | 50 | 1 | 3 |
9 | Natural Skill Improvement, Specialty Improvement | 56 | 1 | 3 |
10 | Metamagic, Spell Studies | 64 | 1 | 4 |
11 | Ability Score Improvement, Artificer Bonus | 72 | 1 | 4 |
12 | Enchantment Studies, Fleeting Enchantments | 84 | 1 | 4 |
13 | Spell Studies, Natural Skill Improvement | 96 | 1 | 5 |
14 | Learning Experience, Artificer Bonus | 110 | 2 | 5 |
15 | Specialty Improvement, Enchantment Studies | 120 | 2 | 5 |
16 | Advanced Enchanter | 136 | 2 | 5 |
17 | Spell Studies, Ability Score Improvement | 148 | 2 | 6 |
18 | Natural Skill Improvement, Learning Experience, Artificer Bonus | 164 | 3 | 6 |
19 | Enchantment Studies, Specialty Improvement | 184 | 3 | 6 |
20 | Bond of Friendship, Spell Studies | 200 | 3 | 7 |
21 | Ability Score Improvement, Artificer Bonus | 220 | 4 | 7 |
22 | Expert Enchanter, Natural Skill Improvement | 240 | 4 | 7 |
23 | Spell Studies, Enchantment Studies | 260 | 5 | 8 |
24 | Thirst for Knowledge, Learning Experience | 280 | 5 | 8 |
25 | Specialty Improvement, Artificer Bonus | 300 | 6 | 8 |
26 | Ability Score Improvement, Spell Studies | 350 | 6 | 9 |
27 | Enchantment Studies, Top-Secret Research | 400 | 7 | 9 |
28 | Artificer Bonus, Natural Skill Improvement, Specialty Improvement | 450 | 7 | 9 |
29 | Ability Score Improvement, Spell Studies | 500 | 7 | 10 |
30 | Legendary Enchanter, Enchantment Studies | 600 | 7 | 10 |
At Level 1, gain 1 level in Enchanting (Spellcasting) as a specialty. Choose two Natural Skills from the Artificer's Natural Skills list.
At Level 1, you may begin to learn and cast spells. Increase your caster level to 1.
Assign initial values to your magical skills. As an Artificer, you have 4 points to spend on these skills, and you can choose from among all six forms of magic.
Metamagic is not considered a form of magic and doesn't have its own skill modifier.
At each level where you receive this bonus, you may learn new spells from the Spell Study Guide. This usually, but not always, occurs at each level where your caster level increases.
You may choose to learn a spell of lesser rarity with this ability. For example, whenever you have the option to learn a Rare spell, you may choose to learn an Uncommon or Common spell instead. If you do, you lose the opportunity to learn a Rare spell at that level.
As an Artificer, in addition to your spell studies, you receive specialized training in enchantments. Consult the Spell Study Guide at each level where you receive this bonus.
You may choose to learn an enchantment of lesser rarity with this ability. For example, whenever you have the option to learn a Rare enchantment, you may choose to learn an Uncommon or Common enchantment instead. If you do, you lose the opportunity to learn a Rare enchantment at that level.
At Level 1, you can create an Alchemist's Pouch. This is a container that you use to keep stock of a small reserve of alchemical items for your enchantments. You can designate a single small container of negligible weight as your Alchemist's Pouch.
Once per day, you can use your Alchemist's Pouch to satisfy the material requirements of a common spell or enchantment at or below your skill level. If you cast a common spell or enchantment amplified to a level above your skill level, the pouch can supply the amount of materials needed to cast it at the highest trivial level.
As an Artificer, your alchemist's pouch can supply the materials for all components of complex enchantments.
Starting at Level 6, your Alchemist's Pouch can supply the materials for an Uncommon spell or enchantment.
At each level you receive this bonus, choose one of your knowledges and increase its level by 1, or gain 1 point in a new knowledge subject of your choice. If your Intelligence score is 15 or greater, you may do this twice each time you receive this bonus. If it's 20 or greater, you may do this three times.
Knowledges can't be increased beyond 10 at any level.
At each level you receive this bonus, increase each of your natural skills by one level.
This feature can't increase any skill higher than 7 unless you're level 20 or higher. This feature cannot be used to become Legendary.
TIP: To increase a skill beyond 7 at an earlier level, use the Skill Improvement General Feat.
More Info: Magical Focus
At Level 3, you gain the ability to use a Magical Focus - an enchanted item that you form a unique bond with and can use to assist in casting spells, such as a wand or staff. Charges of spells you cast can be stored in your focus and released at a later time.
You learn the Create Focus enchantment. The maximum energy capacity of your focus increases with your level according to the Artificer table.
At each level you receive this bonus, choose one of your specialties and increase its level by 1. Specialties can't be increased above 3.
If you don't have any specialties that can be improved when you receive this bonus, you may gain 1 point in a new specialty of your choice..
At each level where you receive this bonus, choose one of the following:
At each level where you receive this bonus, increase one of your ability scores by 2, or two different scores by 1 each.
Ability scores can't be increased above 20 using this feature until your overall level reaches 15, and no ability score can be increased above 30 at any level.
After updating your score, be sure to update the relevant modifiers, including skills and other calculated stats that factor in the increased scores.
More Info: Spellcraft
Starting at Level 8, you can begin to attempt creating entirely new spells of your own creation. As an Artificer, you can craft spells and simple enchantments.
At Level 10, you gain an introductory knowledge of Metamagic. You gain 1 level in the Metamagic (Spellcasting) specialty and learn your choice of four Metamagic components or enchantments from the Spell Study Guide.
Using the metamagical components you learn, you can use your Spellcraft skills to craft complex enchantments and build your own artifacts.
From this level onwards, you'll be able to learn Metamagic components as part of the Enchantment Studies feature.
Starting at level 12, you can store enchantments in your focus, and cast enchantments as though they were spells with temporary effects.
You may cast any simple enchantment without paying its material costs. Enchantments cast this way wear off after one day.
You may store enchantments cast this way in your focus. Stored enchantments can be released as standard (2-frame) spells with the Targeting keyword, targeting any object that the enchantment could normally target, with a range of 30 feet.
You begin keeping a larger reserve of alchemical materials for use when developing magical artifacts. Starting at level 16, your Alchemist's Pouch can now be used up to three times per day to satisfy the material requirements of Rare or lower enchantments.
At Level 20, your connection to your focus reaches a new level. You can now allow your teammates and companions (any creature with at least a +6 Relationship to you) to attune to your focus and store their own spells in it.
Only you can release spells from your focus, and it can still only be used while you're holding it. Spells cast by companions can be stored, even if you don't know the spell.
Starting at Level 22, your Alchemist's Pouch can supply the materials for Legendary enchantments, and a single use of your Alchemist's Pouch can satisfy the material requirements for all Rare or lower components of artifacts.
At Level 24, you can sense that you're close to your goal of becoming a master of magical artifacts, and you gain new abilities to learn more spells and enchantments as you embark on the final leg of your journey.
At Level 27, you have the unique opportunity to contribute to a study on a top-secret magic item. You may learn a single classified enchantment. Consult the Spell Study Guide.
At Level 30, your mastery of enchantments and the complex code that is ancient magic is unassailable. You gain several new abilities:
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Items with multiple tiers must be purchased in order (starting with tier 1.)
Learn an Uncommon enchantment instead of a Common enchantment during Enchantment Studies. Multiple tiers of this upgrade cannot be comnbined at the same level. Use this upgrade no more than once per instance of Enchantment Studies.
(You must take this feat when learning new enchantments from the Enchantment Studies class feature. For each time you take it, replace one enchantment on that level's checklist with an enchantment one rarity level higher.)
Learn a Rare enchantment instead of an Uncommon enchantment.
Learn a Legendary enchantment instead of a Rare enchantment.
Gain the Alchemy (Technology) specialty.
Gain 1 level in the Crafting (Technology) specialty.
Prerequisite: Alchemist
Gain a +1 feat bonus to Spellcasting checks when casting spells as part of a potion recipe.
Prerequisite: Craftsman
You can repair and refine enchanted weapons without affecting their enchantments.
Prerequisite: Magical Focus, 15 Dexterity
You gain an additional reaction frame each round. Use this frame only to release a stored Quick spell or Cantrip from your focus.
Prerequisite: Artificer Level 5
You can attune to two magical items simultaneously.
Prerequisite: Artificer Level 10
You can attune to three magical items simultaneously.
Prerequisite: Artificer Level 18
You can attune to five magical items simultaneously.
Prerequisite: Artificer Level 10
You've developed an affinity for a certain type of magic, like a Researcher would during their studies.
Choose one school of magic that you know at least five enchantments and/or spells in. Gain one level in that school of magic as a specialty.
Prerequisite: Artificer Level 5
Once per day, when you successfully disenchant an item, you may gain temporary energy equal to the enchantment's energy cost.
Prerequisite: Metamagic
When using magic detection effects, you learn the school and level of each enchantment, including the number and level of metamagical components that make up any complex enchantments.
Prerequisite: Artificer Level 10
You complete simple enchantments in half the usual time (30 minutes instead of 1 hour.)
Prerequisite: Artificer Level 10
You can put two different simple enchantments on the same item.
Each enchantment must be completed separately, and may be any combination of magic forms or levels.
Prerequisite: Artificer Level 10
Your knowledge of enchantments has given you the ability to sense when enchanted items are near.
You can use Perception to sense any magical items within 50 feet without casting a spell. You're able to tell the power level of the enchantments, but nothing else.
Prerequisite: Magic Analyst, Artificer Level 16
You can reverse-engineer an enchantment to learn it from an enchanted item without a spell script.
When using a magic detection effect, you may spend one hour studying the object. Make a Learn Spell check with a -5 penalty. On a success, you learn the enchantment on the item.
If the item is an artifact with multiple enchantments, this action must be done separately for each.
Prerequisite: Artificer Level 14
You excel at enchanting items constructed from magically-conductive materials.
Enchantments you cast on items made of Gold, Silver, Ætherite, Æther Crystal, or Nocturnum gain a +2 bonus to cast.
Prerequisite: Spellcraft, at least one inscribed enchantment or magical artifact of your creation at Peer Reviewed or higher refinement level
Choose one enchantment that you've inscribed or magical artifact you've created to become your Signature Invention. Gain a specialty skill with a level of 1 specifically for that invention. If your signature invention is complex, the specialty applies to all components required to cast it.
Prerequisite: Spellcraft
New enchantments you inscribe start at refinement level 1 (Theoretical.)
Prerequisite: 20 Intelligence
New enchantments you inscribe start at refinement level 2 (Revised.)
Prerequisite: Artificer Level 18
You can amplify an existing simple enchantment on an item without knowing it.
The GM tells you the school and current level of the enchantment, and the amount of ætherium required. You may attempt a Spellcasting check in that school at a higher level to amplify the enchantment.
Prerequisite: Artificer Level 24
When casting complex enchantments, all components steps are trivial except the final step. (You only need to make a casting check for the final step - the finishing enchantment itself. You automatically succeed on all others.)
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Tiered | Name | Cost | Requirements | Details |
![]() |
Curiosity | ✪65 | Details ▶ | |
Alchemist | ✪15 | Details ▶ | ||
Craftsman | ✪20 | Details ▶ | ||
⬆ | Alchemical Enchanter | ✪25 | Alchemist | Details ▶ |
Arcane Blacksmith | ✪80 | Craftsman | Details ▶ | |
Quick Wandwork | ✪60 | Magical Focus, 15 Dexterity | Details ▶ | |
![]() |
Arcane Harmony | ✪30 | Artificer Level 5 | Details ▶ |
Specialist Enchanter | ✪60 | Artificer Level 10 | Details ▶ | |
Enchantment Siphoning | ✪100 | Artificer Level 5 | Details ▶ | |
Magic Analyst | ✪90 | Metamagic | Details ▶ | |
Rapid Enchantment | ✪50 | Artificer Level 10 | Details ▶ | |
Enchantment Blending | ✪140 | Artificer Level 10 | Details ▶ | |
Magic Sense | ✪100 | Artificer Level 10 | Details ▶ | |
Reverse Enchanting | ✪160 | Magic Analyst, Artificer Level 16 | Details ▶ | |
Arcane Materials | ✪120 | Artificer Level 14 | Details ▶ | |
Signature Invention | ✪50 | Spellcraft, at least one inscribed enchantment or magical artifact of your creation at Peer Reviewed or higher refinement level | Details ▶ | |
![]() |
Refined Spellcraft | ✪90 | Spellcraft | Details ▶ |
Power Up | ✪120 | Artificer Level 18 | Details ▶ | |
Renowned Inventor | ✪400 | Artificer Level 24 | Details ▶ |