Artificer
Your armor, your weapons? They are my tools to do with as I need: to protect, to heal, or to destroy.
Class Traits
Role: Leader. You augment items with arcane power to enhance your allies and cripple your foes. You lean towards controller as a secondary role.
Power Source: Arcane. Your magic is predicated on knowledge of the inner workings of magical bindings and alchemy.
Key Abilities: Intelligence, Constitution, Dexterity
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, simple ranged
Implement: Rods, staffs, wands, weapons with which you're proficient
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: 6 + Constitution modifier
Trained Skills: Arcana. From the class skills list below, choose four 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 Artificer, Clockwork Arbalester, Tinkerer Artificer
Class Features: Arcane Empowerment, Combat Preparations, Healing Infusion, Ritual Casting

Healing Infusion: Curative Admixture
Artificer Feature
You use the magic of your infusion to heal the wounds of your target.
Encounter
Arcane, Healing
Minor Action
Close burst 5
Target: You or one ally in burst
Effect: The target regains hit points equal to its healing surge value + your Wisdom modifier, and you expend an infusion crafted with your Healing Infusion class feature.
Level 6: Healing surge value + your Wisdom modifier + 2.
Level 11: Healing surge value + your Wisdom modifier + 4.
Level 16: Healing surge value + your Wisdom modifier + 6.
Level 21: Healing surge value + your Wisdom modifier + 8.
Level 26: Healing surge value + your Wisdom modifier + 10
Special: You can use two Healing Infusion powers per encounter, but only one per round. At 16th level, you can use three Healing Infusion powers per encounter, but only one per round.
Creating an Artificer
Artificers rely on their understanding of every item around them, and their ability to enhance those items such that they perform far beyond any reasonable expectations, to survive and prosper. Their greatest powers are time-consuming and require delicate manipulation, and so artificers reward cautious play and careful planning, making Intelligence of prime importance. Many artificers rely on Wisdom to enhance their understanding, while others rely on their Constitution to allow them to support more magical ties.
Battlesmith Artificer
You spend some of your preparation time augmenting your armor and weapons in a more thorough fashion than you do with other equipment. As such, you are more capable of going toe-to-toe with your foes and rely on your augmented abilities to see you through situations other artificers could not manage.
Class Feature: Battle Enhancements
Suggested Feat: Guardian Battlesmith
Suggested Skills: Diplomacy, History, Perception, Thievery
Suggested At-Will Powers: aggravating force, motion tether
Suggested Encounter Powers: scouring weapon
Suggested Daily Power: burning weapons
Clockwork Arbalester
You spend your spare time tinkering with your crossbow, constantly seeking to improve its mechanical workings. No matter what crossbow you use, you have figured out a way to force it to load itself in between your shots, and you can use your attuned allies to home your shots.
Class Feature: Seeking Bolts
Suggested Feat: Efficient Attunement
Suggested Skills: Dungeoneering, History, Perception, Thievery
Suggested At-Will Powers: magic weapon, tracing shot
Suggested Encounter Powers: halo of thorns
Suggested Daily Power: life-tapping darts
Tinkerer Artificer
During the long hours of the night, and during briefly stolen moments throughout the day, you work on preparing makeshift concoctions and tools that provide you with additional versatility and power, leaving your arcane energies free to enhance others fully.
Class Feature: Alchemical Preparations
Suggested Feat: Alchemical Genius
Suggested Skills: Diplomacy, Heal, Perception, Thievery
Suggested At-Will Powers: ethereal chill, unbalancing force
Suggested Encounter Powers: shielding cube
Suggested Daily Power: flameburst armor
Artificer Class Features
Artificers have the following class features.
Healing Infusion: Resistive Formula
Artificer Feature
You channel the energy of your infusion into your target's armor, providing lasting protection.
Encounter
Arcane
Minor Action
Close burst 5
Target: You or one ally in burst
Effect: The target gains a +1 power bonus to AC until the end of the encounter, and you expend an infusion crafted with your Healing Infusion class feature. The target can end the bonus as a free action to gain temporary hit points equal to its healing surge value + your Constitution modifier.
Level 11: Temporary hit points equal to the target's healing surge value + twice your Constitution modifier.
Level 21: Temporary hit points equal to the target's healing surge value + three times your Constitution modifier.
Special: You can use two Healing Infusion powers per encounter, but only one per round. At 16th level, you can use three Healing Infusion powers per encounter, but only one per round.
Arcane Empowerment
Whenever you take a short or an extended rest, you can attune a number of weapons or armor equal to your Intelligence modifier. These attunements last until you next rest. Whenever you use a power with the Empower keyword on a creature bearing one of these items, you empower them until the end of your next turn.
Empowering a weapon grants a power bonus to damage rolls equal to your Constitution or Wisdom modifier. Empowering armor grants temporary hit points equal to your Constitution or Wisdom modifier. If a target affected by your arcane empowerment bears both attuned weapons and armor, they receive both bonuses.
Combat Preparations
The division between artificers who spend some of their attention empowering themselves, as opposed to those who focus on their allies and make do with whichever small tools they themselves can manage, is one of the key differences between artificers.
Choose a method of combat preparations. The choice you make gives you several benefits and also provides bonuses to certain artificer powers, as detailed in those powers.
- Alchemical Preparations: During an extended rest, you can create a number of alchemical items of your level or lower equal to your Intelligence modifier at no cost. Each time you reach another milestone, you may create an additional item during a short rest. These alchemical concoctions are fragile, and fade to uselessness when you take an extended rest. In addition, you can use alchemical items whenever you are allowed to make a ranged basic attack.
- Battle Enhancements: You gain a +1 bonus to AC when wielding a melee weapon, and can use Intelligence instead of Strength for making melee basic attacks. In addition, you gain proficiency with military melee weapons.
- Seeking Bolts: When making a weapon attack with a crossbow, you have combat advantage against any creature adjacent to an empowered ally. In addition, you gain Speed Loader as a bonus feat.
Healing Infusion
You gain the Healing Infusion: Curative Admixture and Healing Infusion: Resistive Formula powers. You can create healing infusions for later use. At the end of an extended rest, you create two healing infusions that last until the end of your next extended rest. At 16th level, you instead create three healing infusions.
You determine the effect of a healing infusion at the time you use the power, not at the time you create it. When you use a Healing Infusion power, you expend one of the infusions you created during your last extended rest. During a short rest, you or an ally can spend a healing surge to replenish one of the infusions expended.
Ritual Casting
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals.
About Artificer Powers
Many artificer powers have an additional effect - empowering - upon characters bearing items you have specially prepared ahead of time. For ease of reading, the phrase "an attuned creature" means "a creature bearing an item you have attuned".
- Level 1 At-Wills
- Level 1 Encounters
- Level 1 Dailies
- Level 2 Utilities
- Level 3 Encounters
- Level 5 Dailies
- Level 6 Utilities
- Level 7 Encounters
- Level 9 Dailies
- Level 10 Utilities
Aggravating Force
Artificer Attack 1
When your infused weapon strikes an enemy, the weapon unleashes a force that rattles the foe.
At-Will
Arcane, Force, Weapon
Standard action
Melee or Ranged Weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier force damage, and the attack creates a zone in a burst 1 centered on the target. The zone lasts until the end of your next turn. The next time the target attacks a creature within the zone, it takes force damage equal to your Constitution modifier and falls prone after the attack is resolved.
Level 21: 2[W] + Intelligence modifier damage.
Charge Conduit
Artificer Attack 1
You send a brief surge of arcane energy through to every attuned item near you, enhancing their capabilities for a short time.
At-Will
Arcane
Standard action
Close burst 5
Target: Each attuned item in burst
Effect: Attuned weapons grant a +1 power bonus to attacks until the end of your next turn, and attuned armor grants a +1 power bonus to all defenses until the end of your next turn.
Empowering Surge
Artificer Attack 1
It takes all your concentration, but you manage to send enough power through to an item you have attuned to almost give it a mind of its own.
At-Will
Arcane
Standard action
Ranged 5
Target: One attuned item
Effect: If the attuned item is armor, the bearer can immediately use his second wind as a free action. If the attuned item is a weapon, the bearer can make an immediate melee basic attack using that weapon.
Ethereal Chill
Artificer Attack 1
You align your spell with those you wove over your ally's armor, causing them to radiate an unnatural cold.
At-Will
Arcane, Cold, Empower, Implement
Standard action
Close burst 5
Target: You or one ally in burst
Effect: Make a secondary attack that is a close burst 1 implement attack centered on the primary target.
Secondary Target: Each creature in burst other than the primary target
Attack: Intelligence vs. Fortitude
Hit: Intelligence modifier cold damage.
Effect: Until the end of your next turn, any enemy that hits the primary target takes cold damage equal to your Wisdom modifier.
Level 21: 3 + Intelligence modifier cold damage.
Magic Weapon
Artificer Attack 1
You make a quick attack while devoting most of your attention to empowering nearby links.
At-Will
Arcane, Weapon
Standard action
Melee or Ranged weapon
Target: One creature
Attack: Intelligence + 1 vs. AC
Hit: 1[W] damage, and you empower each attuned item within 2 squares of you until the end of your next turn.
Level 21: 2[W] damage.
Motion Tether
Artificer Attack 1
You work a quick link between your enemy and an ally, moving one as you shove the other.
At-Will
Arcane, Weapon
Standard action
Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier damage and you slide the target 1 square. An ally adjacent to the target before or after the slide may shift one square.
Level 21: 2[W] + Intelligence modifier damage.
Static Shock
Artificer Attack 1
You imbue your opponent with a crackling arcane charge, hindering the potency of its next attack.
At-Will
Arcane, Implement
Standard action
Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier lightning damage. The next attack the target makes before the end of your next turn takes a penalty to the damage roll equal to your Constitution modifier.
Level 11: Increase the penalty to damage to 3 + Constitution modifier.
Level 21: 2d8 + Intelligence modifier damage, and increase the penalty to damage to 6 + Constitution modifier.
Thundering Armor
Artificer Attack 1
Thunder ripples outward from your implement, coalescing around you or an ally before focusing its might on a nearby enemy.
At-Will
Arcane, Empower, Implement, Thunder
Standard action
Close burst 10
Target: You or one ally in burst
Effect: The primary target gains a +1 power bonus to AC until the end of your next turn. Make a secondary attack that is a close burst 1 implement attack centered on the primary target.
Secondary Target: One creature adjacent to the primary target
Attack: Intelligence vs. Fortitude
Hit: Intelligence modifier thunder damage and the target cannot shift until the end of your next turn.
Level 21: Twice Intelligence modifier thunder damage.
Tracing Shot
Artificer Attack 1
A line of energy follows your shot at the target, bursting with light when it arrives and making them an easy target.
At-Will
Arcane, Weapon
Standard action
Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier damage, and the target cannot benefit from cover or concealment (except for total concealment or superior cover) until the start of your next turn. In addition, the next ally to make a ranged attack against the target before the start of your next turn gains a +1 power bonus to the attack roll.
Level 21: 2[W] + Intelligence modifier damage.
Unbalancing Force
Artificer Attack 1
You point your implement and blast a foe so that it reels from your ally's attack.
At-Will
Arcane, Force, Implement
Standard action
Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier force damage. The next ally who hits the target before the end of your next turn also pushes the target 1 square and knocks it prone.
Level 21: 2d8 + Intelligence modifier force damage.
Level 1 Encounter Powers
Drain Speed
Artificer Attack 1
You bind the quickness of your enemy to the enchantments you placed on your ally, transferring speed from one to the other.
Encounter
Arcane, Empower, Implement, Necrotic
Standard action
Close burst 10
Target: One ally in burst
Effect: The target can shift one square as a free action. Make a secondary attack.
Secondary Target: One creature adjacent to the primary target
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier necrotic damage and the target is slowed and cannot shift until the end of your next turn. The primary target gains a +2 power bonus to AC and Reflex until the end of your next turn.
Ice Shard Traps
Artificer Attack 1
You spread invisible patches of ice on the battlefield. When creatures stumble into the traps, a hail of crystals erupts around them.
Encounter
Arcane, Cold, Conjuration, Implement
Standard action
Close burst 5
Effect: You conjure two ice shard traps in two different unoccupied squares on the ground within the burst. The traps are invisible to your enemies and last until the end of the encounter or until discharged. When a non-attuned creature enters a trap's square, make the following attack against that creature as a free action. Then the trap disappears.
Attack: Intelligence vs. Fortitude
Hit: 1d4 + Intelligence modifier cold damage, and the target is slowed and grants combat advantage until the end of your next turn.
Alchemical Preparations: You create a third trap in the spell's range.
Halo of Thorns
Artificer Attack 1
You enchant your ammunition with poisoning magic, and when it strikes the target, it bites deep and stings again each time they act.
Encounter
Arcane, Poison, Implement
Standard action
Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier poison damage, and the target is weakened until the end of your next turn. In addition, each time the target makes an attack before the end of your next turn, it takes 2 poison damage.
Clockwork Arbalester: The poison damage is equal to 1 + your Wisdom modifier.
Infused Blow
Artificer Attack 1
Before your ally can be struck, you channel raw force into your weapon and swing at the enemy, hopefully battering it away before it connects.
Encounter
Arcane, Force, Weapon
Immediate Interrupt
Melee weapon
Trigger: An enemy hits an ally with a melee attack
Target: The triggering enemy
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier force damage and you push the target one square.
Magnetic Binding
Artificer Attack 1
You strike your foe and release a short-term binding that draws further attacks to them.
Encounter
Arcane, Lightning, Weapon
Standard action
Melee or Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier lightning damage, and one ally adjacent to the target can make a melee basic attack against the target as a free action. If that ally's attack hits, they gain a +2 power bonus to attacks against the target until the end of your next turn.
Scouring Weapon
Artificer Attack 1
You infuse your weapon with acid, momentarily corroding your opponent's defenses.
Encounter
Acid, Arcane, Weapon
Standard action
Melee or Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier acid damage, and the target takes a -2 penalty to AC until the end of your next turn.
Battle Enhancements: The penalty to AC is -2 or equal to your Constitution modifier, whichever is greater.
Shielding Cube
Artificer Attack 1
You direct a specially-prepared cube, which then explodes with arcane force that settles upon your allies after a moment, warding them from harm.
Encounter
Arcane, Force, Implement
Standard action
Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier force damage.
Effect: Each ally adjacent to the target gains a +2 power bonus to AC until the end of your next turn.
Alchemical Preparations: The bonus to AC is +2 or equal to your Wisdom modifier, whichever is greater.
Spike Wire
Artificer Attack 1
You throw a bundle of barbed wire that bites into your enemy's flesh, digging deeper and deeper.
Encounter
Arcane, Force, Implement
Standard action
Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier force damage. Until the end of your next turn, the target has vulnerability to all damage equal to your Wisdom modifier. Each time the target is hit by an attack that deals damage, this vulnerability increases by 1.
Level 1 Daily Powers
Burning Weapons
Artificer Attack 1
Flames spread down your weapon, and then flicker and jump to those nearest that you have attuned yourself to.
Daily
Arcane, Fire, Weapon
Standard action
Melee or Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier fire damage.
Effect: You empower each attuned weapon within 3 squares of you until the end of your next turn. In addition, until the end of the encounter, whenever you empower a weapon it deals an additional +1d6 fire damage until the end of your next turn.
Caustic Rampart
Artificer Attack 1
You spill some liquid and infuse it with energy, creating a defensive wall of acidic fumes.
Daily
Acid, Arcane, Conjuration, Implement
Standard action
Area wall 5 within 10 squares
Effect: You conjure a wall of acidic fumes. The wall can be up to 2 squares high and must rest on a solid surface, and it lasts until the end of your next turn. The wall is difficult terrain, and its squares are lightly obscured. Any non-attuned creature that enters the wall or starts its turn within or adjacent to it takes acid damage equal to 1d6 + your Intelligence modifier. A creature can take this damage only once per turn.
Sustain Minor: The wall persists.
Flameburst Armor
Artificer Attack 1
You inscribe a fiery rune upon your ally's armor or garments, warding them from cold and allowing you to flare the rune with very little attention.
Daily
Arcane, Empower, Fire, Implement
Standard action
Melee touch
Target: You or one ally
Effect: You infuse the target's armor with an elemental fire spirit. Until the end of the encounter, the target gains resist 5 cold. In addition, you can use the Fireburst Armor Attack power once per round until the end of the encounter if the primary target is within 5 squares of you.
Flameburst Armor Attack
At-Will
Arcane, Empower, Fire, Implement
Minor action
Close burst 5
Target: Creature you targeted with the Flameburst Armor power
Effect: Each enemy adjacent to the target takes fire damage equal to your Intelligence modifier and is marked by the target until the end of your next turn.
Icebound Sigil
Artificer Attack 1
Channeling frigid energies into your weapon, you strike a foe and conjure a frozen sigil at their feet, holding them to the position and encasing them in a layer of brittle ice.
Daily
Arcane, Cold, Weapon
Standard action
Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier cold damage, and the target is immobilized and has vulnerable 5 (save ends both).
Effect: The attack creates a zone in one square occupied by the target that lasts until the end of the encounter. Whenever an enemy enters the zone, it is immobilized and has vulnerable 5 (save ends both).
Life-Tapping Darts
Artificer Attack 1
You imbue your ammunition with a draining effect, channeling vitality it into those bearing your attuned items with a golden flash.
Daily
Arcane, Healing, Necrotic, Weapon
Standard action
Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier necrotic damage, and an attuned creature within 2 squares of the target can spend a healing surge.
Effect: Until the end of the encounter, whenever you hit an enemy with a ranged weapon attack, one attuned creature within 2 squares of that enemy regains hit points equal to your Wisdom modifier.
Obedient Servant
Artificer Attack 1
You infuse a consruct with an elemental animus and then throw it into the fray to aid your allies.
Daily
Arcane, Implement, Summoning
Minor action
Close burst 5
Effect: You create a Medium obedient servant in an unoccupied square within range. The servant has speed 6 and +2 AC. Any marked enemy that starts its turn adjacent to the servant takes damage equal to your Constitution modifier. You can give the obedient servant the following special commands:
Free action: As a free action, at the start of your turn, the servant can mark an enemy within 2 squares of it until the end of your next turn.
Standard action: Melee 1 or Ranged 5; targets one creature; Intelligence + 2 vs. AC; 1d10 + Intelligence modifier damage.
Opportunity Attack: Melee 1; targets one creature; Intelligence + 2 vs. AC; 1d10 + Intelligence modifier damage, and the target is marked until the end of your next turn.
Punishing Eye
Artificer Attack 1
As Dragon 374.
Level 2 Utility Powers
Arcane Anchor
Artificer Utility 2
You use the link between yourself and an attuned ally to transfer momentum from them to you.
Encounter
Arcane, Empower
Immediate Interrupt
Close burst 10
Target: The triggering creature
Trigger: An attuned creature is affect by a push, pull, or slide effect, or is knocked prone
Effect: You suffer the effect of the forced movement or prone instead.
Battle Enhancements: You may make a saving throw to ignore the effect.
Arcane Springboard
Artificer Utility 2
Infusing a small square of prepared cloth with arcane energy, you create a bouncy surface that launches any who step on it.
Encounter
Arcane, Conjuration
Move Action
Ranged 10
Effect: You conjure an arcane springboard in a square within range, which lasts until the end of your next turn. You or any ally who enters the square can jump 2 squares. The distance jumped does not count towards a character's movement. A character can only benefit from this conjuration's effect once.
Alchemical Preparations: The distance jumped is equal to your Wisdom modifier.
Bolster Armor
Artificer Utility 2
You send out tendrils of power that charge attuned armor, making it far more effective than it would ordinarily be.
Daily
Arcane, Empower
Minor Action
Close burst 5
Target: Each armor-attuned ally in burst
Effect: Attuned armor worn by the target grants a +1 bonus to AC until the end of the encounter. When hit by an attack, the target can end this bonus as a free action to gain a +4 bonus to AC against that attack.
Instant Attunement
Artificer Utility 2
You throw together a quick binding over an ally, forming a short-term attunement with one of their items and empowering it.
Encounter
Arcane
Minor Action
Ranged 10
Target: One creature
Effect: You attune yourself to a single item carried by the target, as your Arcane Empowerment class feature, and then empower the target. At the end of each of its turns, the target makes a saving throw. On a failed save, the attunement fades.
Reinforced Minion
Artificer Utility 2
You send energy to bolster one of your artifices, helping it to evade an attack that might otherwise have damaged it.
Encounter
Arcane
Immediate Interrupt
Close burst 10
Trigger: One of your summoned creatures within 10 squares of you is hit by an attack
Effect: The triggering attack misses the summoned creature.
Restorative Infusion
Artificer Utility 2
You infuse a comrade with a restorative compound. That ally can then redirect excess vitality to your other allies.
Daily
Arcane
Minor Action
Ranged 5
Target: You or one ally
Effect: The target gains temporary hit points equal to his or her bloodied value. As a minor action, the target can transfer any number of these temporary hit points to an ally within 5 squares of him or her.
Shadowy Figurine
Artificer Utility 2
Your magic creates an ebon figurine cloaked in shadow. Tendrils of dim light stretch from the figurine and envelop you and your allies in obscurity.
Daily
Arcane, Conjuration
Minor Action
Ranged 10
Effect: You conjure a shadowy figurine in a square within range. The figurine lasts until the end of your next turn. While within 2 squares of the figurine, you and your allies gain partial concealment and a +4 power bonus to Stealth checks.
Sustain Minor: The figurine persists until the end of your next turn, and you can move it up to 5 squares. Before or after the movement, you empower a single creature adjacent to the figurine.
Swift Mender
Artificer Utility 2
As Eberron Player's Guide.
War Proxy
Artificer Utility 2
You strengthen the bond between you and an item you have attuned, allowing you to channel power directly through it.
Daily
Arcane, Empower
Minor Action
Close burst 5
Target: One attuned creature in burst
Effect: Until the end of the encounter, if the target is within 10 squares of you, you can use the target's square as the origin for any arcane powers you use, instead of your own. You do not provoke opportunity attacks made through your ally's square, and each time you make in attack in that fashion, you empower all attuned items your ally is bearing.
Level 3 Encounter Powers
Drain Luck
Artificer Attack 3
In small pieces, you syphon away fortune from an opponent and redirect it to a nearby ally.
Encounter
Arcane, Empower, Implement, Necrotic
Standard Action
Close burst 10
Target: One ally in burst
Effect: Make a secondary attack that is a close burst 2 implement attack centered on the primary target.
Secondary Target: One creature in burst
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier necrotic damage and the secondary target takes a -2 penalty to each of its next attack roll, saving throw, ability check, and skill checks before the end of your next turn, as well as a -2 to all defenses against the next attack that targets it. The primary target gains a +2 bonus to one of each of the next attack roll, saving throw, ability check, targetted defense, and skill check it makes before the end of your next turn.
Empowering Blow
Artificer Attack 3
Your mighty blow cracks the air, generating energy that empowers everything you have attuned.
Encounter
Arcane, Weapon
Standard action
Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier thunder damage, and you empower each attuned item within 5 squares of you.
Battle Enhancements: The attack deals extra damage equal to your Constitution modifier.
Force Infusion
Artificer Attack 3
You bind concussive energy into your weapon - directed not as you strike, but at the attuned allies nearest to you.
Encounter
Arcane, Force, Weapon
Standard action
Melee or Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier force damage, and each enemy adjacent to the target takes force damage equal to your Constitution modifier.
Effect: Each attuned weapon in burst 3 from the target gains the ability to push 1 on a hit until the end of your next turn.
Hypnotic Distraction
Artificer Attack 3
At your command, the energy you bound in an ally's armor begins to pulse hypnotically, drawing the attention of your enemies.
Encounter
Arcane, Empower, Implement, Psychic
Standard action
Close burst 10
Target: One attuned creature in burst
Effect: Make a secondary attack that is a close burst 3 implement attack centered on the primary target.
Secondary Target: Each enemy within 3 squares of the target
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage and the target is pulled 1 square, takes a -1 penalty to attack rolls, and is marked by the primary target until the end of your next turn.
Lightning Sphere
Artificer Attack 3
The small metal ball you roll at your enemies bursts apart in an explosion of lightning, sending their limbs spasming and preventing them from reacting quickly.
Encounter
Arcane, Implement, Lightning
Standard action
Area burst 1 within 10 squares
Target: Each non-attuned creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier lightning damage, and the target grants combat advantage and cannot take opportunity actions until the end of your next turn.
Alchemical Preparations: The attack is only against enemies in the burst.
Phantasmal Henchman
Artificer Attack 3
As Dragon 390.
Repulsion Strike
Artificer Attack 3
When you hit your foe, you release a field of resistance that you can flare later to trap them in place.
Encounter
Arcane, Weapon
Standard action
Melee or Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier force damage, and the target is slowed until the end of your next turn. In addition, one time before the end of your next turn, you can slide the target two squares as an immediate reaction.
Clockwork Arbalester: If the attack hits, you push the target 1 square.
Shocking Feedback
Artificer Attack 3
As Dragon 381.
Level 5 Daily Powers
Burning Weapons
Artificer Attack 5
Flames spread down your weapon, and then flicker and jump to those nearest that you have attuned yourself to.
Daily
Arcane, Fire, Weapon
Standard action
Melee or Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier fire damage.
Effect: You empower each attuned weapon within 3 squares of you until the end of your next turn. In addition, until the end of the encounter, whenever you empower a weapon it deals an additional +1d6 fire damage until the end of your next turn.
Corrosive Sigil
Artificer Attack 5
A hidden .
Daily
Arcane, Fire, Weapon
Standard action
Melee or Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier fire damage.
Effect: You empower each attuned weapon within 3 squares of you until the end of your next turn. In addition, until the end of the encounter, whenever you empower a weapon it deals an additional +1d6 fire damage until the end of your next turn.
Thunderclap Armor
Artificer Attack 5
You conjure a minor thunder elemental, binding it to your ally's armor while retaining control of its arcane power.
Daily
Arcane, Empower, Implement, Thunder
Standard action
Melee touch
Target: You or one ally
Effect: You empower each attuned weapon within 3 squares of you until the end of your next turn. In addition, until the end of the encounter, whenever you empower a weapon it deals an additional +1d6 fire damage until the end of your next turn.
Level 6 Utility Powers
Level 7 Encounter Powers
Level 9 Daily Powers
Level 10 Utility Powers
Artificer Feats
Alchemical Genius
Your alchemical concoctions are stronger than those made by others, even if they are fleeting.
Prerequisite: Artificer, alchemical preparations class feature
Benefit: Alchemical items you create gain a +2 bonus to attack rolls, damage rolls, and healing done.
Empowering Infusions
You can use the surge of energy provided by your infusions to empower items to which you are attuned.
Prerequisite: Healing Infusion class feature
Benefit: Any infusions granted by your Healing Infusion class feature gain the Empower keyword.
Efficient Attunement
You can attune more items than you would normally be able.
Prerequisite: Artificer, arcane empowerment feature
Benefit: You can empower an additional two items when you use your arcane empowerment class feature.
Guardian Battlesmith
Planning to spend time in the thick of things, you have learned to defend yourself even further.
Prerequisite: Artificer, battle enhancements class feature
Benefit: You gain proficiency with hide armor and light shields.
Resistive Shields
You have learned to ward your allies from the elements as well as attacks with your infusions.
Prerequisite: Artificer, Healing Infusion: Resistive Formula power
Benefit: When you use your Resistive Formula infusion, the target also gains resist 5 to one of the following damage types as long as the bonus to AC is active: cold, fire, force, lightning, necrotic, poison, radiant, or thunder.
The bonus increases to resist 10 at level 11, and resist 15 at level 21.
Warding Curatives
You have modified your curative infusion such that it momentarily toughens the affected, preventing them from further harm.
Prerequisite: Artificer, Healing Infusion: Curative Admixture power
Benefit: When you use your Curative Admixture power, the target also gains resistance to all damage equal to your Constitution or Wisdom modifier until the start of your next turn.