Extra Attunement Slots 5e
You gain one extra spell slot in your daily allotment, at any level up to one lower than the highest level of spell you can currently cast. For example, a 4th-level sorcerer (maximum spell level 2nd) gains either an extra 0-level or 1stlevel slot, and is able to cast any spell he knows of the chosen level one more time each day.
The new Artificer Unearthed Arcana is here! It’s been a while since we’ve gotten an update on the Artificer class, so I was excited to read through this article.
This version of the Artificer overall seems to have morelinear progression and beefier spellcasting abilities. The Alchemist subclass gotsome major changes, while the previous Gunsmith subclass has been transformedinto the Artillerist. The Artificer class now prepares spells from a widerspell list (like the cleric and wizard) instead of knowing spells (like thesorcerer and bard). As well, the new Artificer gets their subclass at 3rdlevel instead of 1st.
“Well, hey,” I thought, “why don’t I compare the old and newArtificer and post what I find?”
For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. Oct 10, 2009 Not really. UA Artificer eventually gets up to 3 extra attunememt slots, and a particular adventure has a boon that allows you to temporarily attune to extra items, but making these kinds of choices is the nature of the game. Remember that your attuned items aren't set in stone.

Turns out, there’s a whole lot different!
I went through and compared both the old and new Artificer Unearthed Arcana documents. I’m not perfect, and it’s possible that I missed some changes, so let me know if you notice anything off!
The Introduction
The new 2019 Artificer has a shorter introductory section than the 2017 Artificer, but both get across similar information. It’s mostly flavor, and not a lot changed. Both documents compare the class to wizards, both point out their natural curiosity. The new Artificer connects the class directly to Eberron, which makes sense since we got Wayfinder’s Guide to Eberron last year. The new document also includes an “Artificers in Other Worlds” section that gives information on how the class fits in a couple different settings.
As a whole, the intro section got some tighter editing, andsome setting considerations were included now that Eberron has shown up in 5ein an official capacity.
The Core Class
Both documents give the class a d8 for hit points, and bothQuick Builds emphasize Intelligence first and Constitution/Dexterity second.The new document adds proficiency with shields, hand crossbows, and heavy crossbows.Saving throw proficiencies remain the same. The 2019 document gets a bit morespecific with which tools your artificer can be proficient in from the get-go, itgives you one less skill proficiency, and it cuts Deception and Religion fromyour skill proficiency options.
Your starting equipment as an artificer is not much different across iterations; the 2019 gives you “any two simple weapons” versus 2017’s “(a) a handaxe and light hammer or (b) any two simple weapons.” This isn’t actually cutting anything, though, since the handaxe and light hammer are simple melee weapons anyways.
2019 Artificer has a note about opting for starting wealthinstead of starting equipment like the official classes (look for the “StartingWealth by Class” near the beginning of Chapter 5 of the PHB). The new Artificercan roll 5d4 x 10 gp to generate this, shared by the Bard, Cleric, Fighter,Paladin, and Ranger classes at the top of the range.
While the 2019 Artificer has done away with the thundercannon and the Gunsmith subclass, your artificer could, as an option, have firearmproficiency according to the “Optional Rule” box on the document’s second page.
At 1stlevel, the old Artificer gets their subclass (Alchemist or Gunsmith, whichgives them features at 1st, 3rd, 9th, 14th,and 17th level) and Magic Item Analysis, a feature that allows themto cast detect magic and identify, the latter without a materialcomponent. The earlier a class gets their subclass, the more integral thatsubclass is to the character’s identity.
At the same level, the new Artificer gets Magical Tinkering,which allows the character to touch a Tiny nonmagical object and give it amagical property similar to prestidigitation(sheds light, emits a sound, and other effects) that lasts until the artificerends the effect. They also get Spellcasting, which requires them to have theirtools in hand to cast artificer spells. I’ll dive more into the differencesbetween the old and new artificer’s casting abilities later, but you’ve probablyalready noticed that the new version gets cantrips and, eventually, spell slotsof 1st to 5th level, unlike any other class.
At 2ndlevel, the old Artificer has Tool Expertise and Wondrous Invention. Theformer doubles the proficiency bonus the character has to the tools they gainedproficiency with through this class. The latter gives the character a choicebetween a few different magic items, and this version gets more WondrousInventions at 5th, 10th, 15th, and 20thlevel.
At the same level, the new Artificer gains the Infuse Itemclass feature. They start with three artificer infusions (from the list nearthe bottom of the document). They gain a new infusion at 4th, 7th,11th, 15th, and 19th levels, for a total of 8.
These infusions are formatted like warlock invocations, somehave level restrictions while others are available at any level. The artificercan replace one of their infusions with another when they take another level inartificer. These abilities allow artificers to make their own magic items, andone infusion (that can be taken multiple times) allows a character to duplicatea magic item like the alchemy jug orthe helm of telepathy. There’s a beefylist of magic items that can be duplicated in this way, and each time anartificer takes this infusion, they have to choose one specific item they canduplicate.
At 3rdlevel, the old Artificer gets Spellcasting. This document makes sure tonote that “the spells you learn are limited in scope, primarily concerned with modifyingcreatures and objects or creating items.” Characters using this version of theclass don’t get cantrips and have spell slots of 1st to 4thlevel, more comparable to the Eldritch Knight or the Arcane Trickster (thoughthose subclasses get cantrips).
At the same level, the new Artificer chooses their subclass:Alchemist or Artillerist, and they gain subclass features at 3rd, 6th,and 14th level. They also gain Tool Expertise, which is a similarbut simplified version of the old version: you double your proficiency bonus withall tools you’re proficient in.
At 4th level,the old Artificer gets their Ability Score Improvement (also at 8th,12th, 16th, and 18th level) and Infuse Magic. InfuseMagic allows an artificer to store certain spells inside an object so that any(INT greater or less than 6) creature holding that object can trigger the spelleffect within the next 8 hours.
At the same level, the new Artificer also gains an AbilityScore Improvement (also at 8th, 12th, 16th,and 19th level).
At 5thlevel, the old Artificer gets Superior Attunement, granting them an extraattunement slot (4 instead of 3). They get another shot of this feature at 15thlevel, so the old Artificer ends up with two extra magic item attunement slots.

At the same level, the new Artificer receives the ArcaneArmament feature, allowing them to make two attacks with their Attack action solong as one of the weapons they’re using is magical.
At 6th level, the old Artificer makes a friend has the Mechanical Servant feature, allowing them to craft a construct. This construct assists the character in battle and uses a modified version of a Large beast (CR less than or equal to 2) stat block. The construct rolls its own initiative during combat but will follow its creator’s orders.
At 10thlevel, the new Artificer gains the feature called The Right Cantrip for theJob. Whenever an artificer finishes a rest (short or long), they can swap out oneof their artificer cantrips for another on the same list.
At 18thlevel, the new Artificer gets access to Spell-Storing Item, which is amodified version of the old Artificer’s Infuse Magic. The new version doesn’trequire the expenditure of spell slots but requires the spell to be a 1stor 2nd level artificer spell that require 1 action to cast. Thespell doesn’t have to be one that the user has prepared, as well. Instead of atime limit, the spell effect can be triggered a number of times equal to twice theartificer’s Intelligence modifier (or until that artificer uses the featureagain).
At 20th level,both the old and new Artificers get Soul of Artifice, bumping their attunementslots up to 6 and granting them a +1 to saves per magic item they’re attunedto.
So, that’s the core class progression. Let’s get into thesubclasses!
The Subclasses
Both documents refer to artificer subclasses as “artificerspecialists.” While the old Artificer gains their subclass at 1stlevel, the new one gains it at 3rd. The old Artificer gains subclassfeatures at 1st, 3rd, 9th, 14th,and 17th level, and the new Artificer gains subclass features at 3rd,6th, and 14th.
Both Artificers have the Alchemist as a specialization, thoughthe old and new Alchemists are quite different from each other. The old Artificer’ssecond subclass is the Gunsmith, which the new document has changed into theArtillerist.
The Alchemists
At 1stlevel, the old version of the Alchemist specialization receives an Alchemist’sSatchel and Alchemical Formula. The first feature is a magical bag with ingredientsan alchemist needs to create their Alchemical Formula concoctions. The secondgives the starting alchemist three of the list of options: Alchemical Fire, AlchemicalAcid, and a choice from the rest of the list.
These options give the character certain actions or bonusactions they can take so long as they have their Alchemist’s Satchel on them.These concoctions can cause damage, heal, or otherwise assist the party. The optionsthat heal or damage scale with the character’s level.
At 3rd, 9th,14th, and 17th level, the old version of the Alchemistcan select another Alchemical Formula. The list has seven options, so thecharacter will have access to all options on the list once they reach 17thlevel.
At 3rdlevel, the new Alchemist specialization gains Tools of the Trade, AlchemistSpells, and an Alchemical Homunculus. The first feature grants proficiency withalchemist’s supplies and the herbalism kit and adds those tools to thecharacter’s equipment. This feature also cuts down on the amount of time andgold it takes for this character to craft a magic item that’s in the potioncategory.
Since the new Artificer prepares spells, their subclasses givethem a list of spells that they always have prepared (once they reach the appropriatelevels). The Alchemist Spells include spells like blight, purify food and drink,and raise dead.
The Alchemical Homunculus allows a character to, well, createa special homunculus at the end of a long rest (you can only have one at atime). The homunculus is made of alchemical equipment and is a Tiny constructthat obeys you. Its stats are included in the document. The alchemist usestheir bonus action to command the homunculus to take one of its special actionsto support the party (or spit acid); otherwise it takes the Dodge action incombat.
At 6th level, the new Alchemist gets access to AlchemicalMastery, giving them a bonus to their acid/poison damage and healing, andallowing them to cast lesser restorationwithout a spell slot (a number of times per day equal to their INT modifier).
At 14thlevel, the new Alchemist gets Chemical Savant, granting them resistance (!)to acid and poison damage and immunity (!!) to the poisoned condition. Withthis feature, the character can also use their alchemist’s tools to cast greater restoration without expending aspell slot once a day.
The Gunsmith and the Artillerist
While the old and new Alchemist were similar in name andflavor (if not mechanics), the Gunsmith (old Artificer) and the Artillerist (newArtificer) diverge from the very beginning. Both subclasses are moreoffensive-focused than the Alchemist, but that focus manifests differently inboth of them.
At 1st level,the Gunsmith gains the features Master Smith, Thunder Cannon, and ArcaneMagazine. Master Smith grants the character the mending cantrip and proficiency with smith’s tools. Thunder Cannongrants the character, well, a gun two-handed ranged firearm. It deals2d6 piercing damage, needs a bonus action to reload, and has a range of 150 /500. The Arcane Magazine provides ammunition for the firearm as well as themeans to craft more of it.
At 3rd, 9th,14th, and 17th level, the Gunsmith gains features thatallow the character to make different attacks with the firearm. The 3rdlevel feature is Thunder Monger, an attack that deals extra thunder damage on ahit that increases as the character levels up. The three other features imposesaving throws on the target (instead of having the character make an attackroll) to deal different kinds of damage in different areas of effect.
At 3rdlevel, the Artillerist gets Tools of the Trade, Artillerist Spells, and theArcane Turret, mirroring the other new Artificer’s subclass. The Artillerist’sTools of the Trade feature grants proficiency with and access to smith’s andwoodcarver’s tools, as well as decreased crafting time/gold for wand-type magicitems.
The Artillerist subclass spells include shield and a number of offensive elemental spells, like thunderwave and fireball.
The Arcane Turret feature allows an artificer character touse their action to summon a Medium-sized magical turret. This can be done oncefor free (per long rest) or by expending a spell slot. The turret can detonate(destroying it but dealing damage to surrounding creatures) on command. Thereare three types of turrets, two with offensive capabilities and one that grantsthe party temporary hit points.
At 6thlevel, the Artillerist has access to Wand Prototype, which allows a characterto temporarily grant a wand the ability to cast one artificer cantrip. It onlyworks when that artificer uses it (you can’t pass it to other characters), it’slimited to artificer cantrips with a casting time of 1 action, but it doesn’thave to be a cantrip you know. (Once at 14th level, the wand can holdtwo artificer cantrips).
At 14thlevel, the Artillerist gains Fortified Position. This feature means thatthe Arcane Turret grants half cover to its summoner and allies who are within10 feet of it. A second turret can be summoned for free, and the artificercharacter can have two turrets summoned at the same time, commanding both witha single bonus action.
Multiclassing
The old Artificer document doesn’t contain any guidance on multiclassinginto the class. The new one does, requiring an Intelligence score of at least13 to multiclass into Artificer. The section “Optional Rule: Multiclassing” onpage 10 of the new document provides direction on proficiencies and spellslots, as well as instruction on how the Arcane Armament feature meshes withExtra Attack. A character with Arcane Armament and Extra Attack doesn’t gain anadditional attack from Arcane Armament, they only benefit from Extra Attack.
Spellcasting
Both the old and new Artificers are a bit weird with spellcasting.Both versions of the document note that an artificer’s “spells” are, flavor-wise,not magical effects like a wizard’s or a sorcerer’s. The new Artificer documentencourages players to flavor their artificer’s spells like some sort of machineor concoction is causing the effect.
The old Artificer learns spells like bards and sorcerers. Theycan use arcane focuses for their spells. But they only get spells and spellslots from levels 1st to 4th, like the Arcane Tricksterand Eldritch Knight subclasses. Unlike those subclasses, though, the old Artificerdoesn’t have access to cantrips.
The new Artificer prepares spells like wizards and clerics. Theyuse tools as their focuses for their spells. They gain spell slots from 1stto 5th levels, like paladins and rangers (half-casters). Unlikethose classes, they also have access to cantrips, and gain Spellcasting at 1stlevel. While they learn cantrips at a slower pace than most classes, they gainthe ability to switch out a cantrip for another every rest at 10th level.
The old and new Artificer spell lists are similar, with thenew document beefing up the spell list and only cutting one spell from the oldlist. The list seems to be a mix of wizard and cleric spells.
The new Artificer document added arcane weapon, a new spell for the artificer that allows them toaugment their weapon attacks with elemental energy.
1st levelspells that were added to the new Artifier’s list are detect magic, grease, andidentify.
2nd levelspells that were added to the new Artificer’s list are heat metal and magic mouth.
3rd levelspells that were added to the new Artificer’s list are dispel magic and elementalweapon.
No 4thlevel spells were added to the new Artificer that were not present in theold Artificer. However, the new Artificer cut death ward from the general spell list and placed it in theAlchemist’s subclass spells.
Since the old Artificer didn’t have access to 5th level spells, the newArtificer’s 5th level spells are all new to the class.
And hey, that’s all the changes to the new Artificer document! You can read the old version here and the new version here. Unearthed Arcana is always liable to change, so I’m excited to see where the class goes from here.
If you noticed something wrong or missing in this post, letme know and I’ll fix the post!
What do you think of the new UA? What are your thoughts on thechanges? Have you played any version of the class before?
Magic Items are gleaned from the hoards of conquered Monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner’s capabilities in wondrous ways.
Attunement
Some Magic Items require a creature to form a bond with them before their magical Properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a Spellcasting class, a monster qualifies if it has Spell Slots and uses that class’s spell list.) If the prerequisite is to be a Spellcaster, a creature qualifies if it can cast at least one spell using its Traits or features, not using a magic item or the like.
Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic Shield that requires attunement provides the benefits of a normal Shield to a creature not attuned to it, but none of its magical Properties.
Extra Attunement Slots 5e Paladin
Attuning to an item requires a creature to spend a Short Rest focused on only that item while being in physical contact with it (this can’t be the same short rest used to learn the item’s properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the Short Rest is interrupted, the attunement attempt fails. Otherwise, at the end of the Short Rest, the creature gains an intuitive understanding of how to activate any magical Properties of the item, including any necessary Command words.
An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three Magic Items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can’t attune to more than one copy of an item. For example, a creature can’t attune to more than one Ring of Protection at a time.
A creature’s attunement to an item ends if the creature no longer satisfies the Prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another Short Rest focused on the item, unless the item is Cursed.
Wearing and Wielding Items
Using a magic item’s Properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a Shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held.
In most cases, a magic item that’s meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer. Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn’t adjust. For example, drow-made armor might fit elves only. Dwarves might make items usable only by dwarf-sized and dwarf-shaped folk.
When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a Yuan-ti with a snakelike tail instead of legs can’t wear boots.
Multiple Items of the Same Kind
Use Common sense to determine whether more than one of a given kind of magic item can be worn. A character can’t normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or to layer two cloaks.
Paired Items
Items that come in pairs—such as boots, bracers, gauntlets, and gloves—impart their benefits only if both items of the pair are worn. For example, a character wearing a boot of striding and springing on one foot and a boot of elvenkind on the other foot gains no benefit from either.
Extra Attunement Slots 5e Spell
Activating an Item
Activating some Magic Items requires a user to do something Special, such as holding the item and uttering a Command word. The description of each item category or individual item details how an item is activated. Certain items use the following rules for their activation.
If an item requires an action to activate, that action isn’t a function of the Use an Item action, so a feature such as the rogue’s Fast Hands can’t be used to activate the item.
Command Word
A Command word is a word or phrase that must be spoken for an item to work. A magic item that requires a Command word can’t be activated in an area where sound is prevented, as in the area of the Silence spell.

Consumables
Some items are used up when they are activated. A potion or an elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic.
Some Magic Items allow the user to Cast a Spell from the item. The spell is cast at the lowest possible spell level, doesn’t expend any of the user’s Spell Slots, and requires no Components, unless the item’s description says otherwise. The spell uses its normal Casting Time, range, and Duration, and the user of the item must concentrate if the spell requires Concentration. Many items, such as potions, bypass the casting of a spell and confer the spell’s Effects, with their usual Duration. Certain items make exceptions to these rules, changing the Casting Time, Duration, or other parts of a spell.
magic item, such as certain staffs, may require you to use your own Spellcasting Ability when you Cast a Spell from the item. If you have more than one Spellcasting Ability, you choose which one to use with the item. If you don’t have a Spellcasting ability—perhaps you’re a rogue with the Use Magic Device feature—your Spellcasting Ability modifier is +0 for the item, and your Proficiency Bonus does apply.
Charges
Extra Attunement Slots 5e Dnd
Some Magic Items have charges that must be expended to activate their Properties. The number of charges an item has remaining is revealed when an Identify spell is cast on it, as well as when a creature attunes to it. Additionally, when an item regains charges, the creature attuned to it learns how many charges it regained.