# HB-Artificer Breakdown ### Class Features - Also at 1st level, your understanding of magic items allows you to quickly understand them. You know the spells Detect Magic and Identify, and you can cast them as rituals. - At 4th level, your most prized creations are always of the highest standards. Weapons you create using this class, gain +1 to hit and damage rolls. Armors you create using this class, gain +1 to AC. Both bonuses increase to +2 at 9th level and +3 at 15th level. - At 6th level, you have mastered the knowledge of using magic to repair things. You learn the Mending spell and can cast it without expending a spell slot. You can cast Mending in this way a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a Long Rest. - At 11th level, your knowledge of magic have deepened. You have Advantage on all Intelligence (Arcana) checks to understand the workings of magical traps, effects, or runes. Additionally, you can cast Detect Magic and Identify at will without expending a spell slot. - At 19th level, your soul mingles with items linked to you. For each item you are currently Attuned to, you gain a +1 bonus to all saving throws (maximum of +5). ## Sources [SwEcKy’s DND 5.1e - Artificer](https://drive.google.com/file/d/1qE9LkovpLSxck1WLKE3dOU3bOR83YCCG/view)