However, the Artificer is complicated. The Rock Gnome doubles down on the Artificers theme by adding the Rock You get to You can stop preparing Cure was originally published in Eberron: Rising from the Last War, and updated in to the second group of Infusions and the second group of options for Note: More so than the Eberron feats, the following feats are designed explicitly for the high magic Strixhaven setting and this is reflected in the balance of the feats. I cant think Balefor for free! for help selecting your subclass. Failed Merchant out of Acquisitions Incorporated works well, and starts you to some laughs at the table and countless goofy characters using weird tools This gets a 5 without heavy armor as that isnt an armor type that most Artificers will even want, however, the Armorer subclass allows you to use heavy armor without any Strength requirements should you be interested in it. Combine this with Perception proficiency, necrotic resistance, Fey Ancestry, and the new and improved Trance and you have a powerhouse of an option. Kender 4 This is a relatively large package of generally useful perks, with choose-your-own stats and the powerful Fearless being the standouts. Boots of the Winding Path [6th level, Attunement] 4 Perfect for skirmishing, the only thing holding this infusion back is the need to use a bonus action, on a class with a lot of potential bonus actions to take. This is certainly the tankiest option for the Artificer. Magic item Adept: Attuning one additional I did not know that! Adept of the White Robes [4th level, Initiate of High Sorcery (Solinari Moon)] 2 Similar to the Black Robes version above, this is an expensive feat to take for what you get out of it. Mage Slayer 1 Most Artificers wont be making melee weapon attacks, and this is only advisable in general for campaigns that heavily feature spellcasters as recurring villains. Role in the Party. +4 covers 20% of the range over and considering how many AC buffs you can get from your Infusions you really Feats that increase a particular role the Artificer fills or offers more magic to supplement the limited spellcasting progression will be more attractive and this will be reflected in their ratings. If you do take at least two levels in this then the main benefit of Divine Smite is only really applicable to Guardians and Battle Smiths. This is a class with a whole lot of potential stored in its many abilities. of caution if youre starting at level 1. Protective Magic is best used for spells like Aid, Pass without Trace, or Warding Bond. Combine that with Little Giant and Mountain Born and you have a very durable 5 that makes orcs and half-orcs blush. you can use the Crusher feat with magic stone spell! This means you can put whatever you like into Dexterity, giving you a bit more freedom if you wanted to do some MAD multiclassing. Armorer Spells 4 Ideally this list would have included the Shield spell, but the spells on offer here offer a nice mix of blasting, defense, and utility. Extra Attack 5 The damage bump you need, when you need it! Martial Adept 2 Armorers and Battle Smiths can make use of this feat for a small amount of burst damage. easily make four that require Attunement. Well at least you could mention Mending cantrip since it helps a Battlesmith to repair his Defender :). silently, without moving, and without providing material components (including attunement, this can be very important in campaigns which include magic items. Prodigy [Half-Orc, Half-Elf, Human] 3 This is a good feat for those looking to bolster their skills, particularly if you want to be a really stealthy character or grappler. You gain this thematic feature along with a 3rd infused item, and this is reflected in its rating. The Protective Wings part of the feat is excellent for tanks and Artificers in general, allowing you to protect allies or increase your already high AC. Artificers are complicated, versatile, and walk the line between underpowered and downright broken. I would rate it better than an Armorer. Now youre ready to see what problems the world has to offer, and how many attempts it takes you to solve those problems without unintentional explosions. Yuan-Ti Pureblood 4 The spellcasting relying on your Charisma is less than ideal, but Poison Immunity and Magic Resistance are very powerful features that, when combined with a +1 Int, demand at least a 4. Githzerai 5 Shield is arguably one of the best spells in the game and Detect Thoughts that doesnt require components, but now uses your Int modifier makes it far more useful than the original. With the exception of some Fighting Styles and abilities, like Second Wind and Action Surge, dipping into martial classes is primarily only advised for Battle Smiths and Armorers as there is much less value for Artificers more dependent on spellcasting. Its also important to note that if you can Enlarge/Reduce with a spell slot the restriction of having to target yourself doesnt seem to apply as you are not casting it with the Duergar Magic trait. Constitution are just as helpful to the Artificer as they are to everyone Other prerequisites may apply, such as minimum stats, or the ability to cast a spell so be sure to check the book text when choosing feats. Str: Typically a dump stat. fortunate enough to have access to firearms, compare the pistol to the hand cantrips improve for the last time at 17th level. General multiclass tips for the Artificer: Barbarian 1 A class that is focused on the otherwise completely unwanted by you Strength, the prerequisite is a little hard to swallow and Rage shutting down your spellcasting is a big blow to your normal routine. who performs magic by binding it to items and who crafted all sorts of Tiefling (PHB aka Asmodeus) 3 A good option that would have pushed a 4 at least had it not relied on Charisma for Infernal Legacy, or provided a more relevant +2 stat bump. Be sure to check our other DnD 5E class guides: Barbarian guide, Fighter guide, Monk guide, Paladin guide, Ranger guide, Rogue guide, Sorcerer guide, and Warlock guide. If your DM allows the TCoE optional rules for reassigning racial stat bumps, every race becomes a minimum rating of 3 and you should decide entirely based on the other benefits they give. If your group chooses to use firearms, the Artificer can be proficient with Note: whilst guidance on AC and saving throws are provided, the Eldritch Cannon is not a creature. Magic Item Adept 4 This primarily allows you to more freely use infusions that require attunement, but really shines in campaigns where you have access to multiple attunement items from the DM. If you do take a second level then some subclasses to consider are the Circle of Shepherd and the Circle of Stars, specifically the Chalice Starry-Form for additional healing that isnt too dependent on your Wisdom modifier. tool proficiency. Aberrant Dragonmark [non-dragonmarked race] 2 This could be interesting, but the potential to randomly harm an ally isnt in theme with the Artificers inherent support nature. Magic Initiate 3 Being so starved for cantrips you can benefit greatly from this feat, particularly picking up Mending if you have a Steel Defender or Homunculus Servant. Tabaxi 2 A niche option that provides superb mobility through Feline Agility and a climb speed, whilst this doesnt scream Artificer there is plenty of good here if you want to play a more Rogue-like version of the class or a skirmisher. The Artificer is an extremely unique class because it is the only class to have a large focus on items. set of lockpicks around to cast fireball, which I think will inevitably lead Recommended Patrons are The Celestial for some additional ranged healing that wont interfere with your spellcasting, and The Genie for an additional bit of damage added to your attack rolls and an extradimensional space to rest and store your projects in. This is is better at 1st level, and then never catches back up to the original formula. Intelligence saves are exceptionally Unfortunately, you cant wear medium armor whilst flying making you far more dependent on Dexterity, unless you want a lower AC. Both the number of uses and the bonus given being tied to Intelligence gives this ability built-in scaling to make it always relevant with no specific investment needed. Beasthide Shifter 2 There is a lot of durability here, with a +1 AC and a bunch of temp HP, so if you want to play a tanky Artificer this might be worth it for you but niche overall. This level also brings Experimental Elixir. The Good catch! a focus when casting spells. In this post, we will be examining the artificers class features and how you can optimize your artificer through choosing your race, background, ability scores, subclass, feats, and spells. Artificers were first introduced in the sourcebook Eberron: Rising from the Last War and were reprinted in Tashas Cauldron of Everything. Required fields are marked *. Reborn 3 A solid option due to the stats, poison resistance, and bonus to skill checks, but nothing particularly compelling. The skills attached to Int arent always the most useful but can be a weakness for a party lacking a Wizard, allowing you to provide potentially valuable coverage. Ifyouneedafunctionalbuildwithnothingfancyorcomplicated,thisisagreatplacetostart. Tool Proficiency 5 Besides the thematic support of an Alchemist needing to know how to use their own tools, theres the bonus of being able to craft items including acid and alchemists fire (XGtE rules on tool proficiencies) to hurl at your enemies with the Catapult spell. Goblin 4 Fury of the Small has been significantly nerfed in terms of the amount of damage but being able to use it whenever you want, up to your proficiency modifier, allows you to use it more often and more flexibly. Vedalken 4 Advantage on all mental saving throws to make the Gnome members of your party jealous, a skill and tool proficiency that gets an added d4 to their respective checks, and good stats make this a strong choice with Partially Amphibious just to make you harder to drown. which a d20 can roll, and when your Intelligence improves again at If you take three levels for an Oath, then the only stand-out option is Vengeance for Vow of Enmity, advantage on your attacks is a great boon, though the 10ft range to set it up is a downside. This doesnt quite hit a 5, however, as Fortune of the Many is still reliant on having allies nearby and Fey Gift has a high chance of clashing with a bonus action ability from your subclass or an infusion. We also wont cover Unearthed Arcana content because its not finalized, and we cant guarantee that it will be available to you in your games. If the gauntlets were +1 weapons and/or allowed you to use your Intelligence then this would be more appealing. crunch and fiddling with their characters build, but which will be Youve always been fascinated by how things work, analyzing the world around you with a twinkle in your eye and oils stains on your shirt. War Caster 2 This isnt as tempting for you compared to other spellcasters, the Tools Required stipulation of your Spellcasting feature actually allows you to cast unrestricted by having both hands occupied as long as you have tools or an infused item/weapon in your hand. The Telekinetic 4 Invisible Mage Hand is a great bit of utility, the push offers a nice amount of control but will likely clash with other bonus actions depending on your build. No matter which subclass you choose you will be able to rely almost entirely on Intelligence as your primary stat, unless you are multiclassing or using a weapon primarily, but arent a Battle Smith. Elemental Adept 3 This would be a solid choice for both Alchemists and Artillerists, with acid and fire respectively being good elements for them. (Typically you cant perform somatic Ive added that in. Dungeons and Dragons is a Trademark of Wizards of the Coast, LLC. The Artificer has an interesting note in its Multiclassing rules: when you Sea-Elf 3 Significantly better than the original version, but theres still little here for you besides stats and trance. means that if you have infused a weapon or a shield you can easily have a Defense and/or Enhanced Weapon. Insightful Magic also gives you access to a rather large selection of spells, with Dragons Breath being highly recommended for Battle Smiths and any Artificers looking to take the Alchemical Homunculus infusion. This can allow you to skirmish as you please with a spear and shield, or flesh out a throwing concept that would normally struggle with action economy, or having enough magical weapons. I would agree that if you go off only the PHB + DMG tools are fairly boring and useless, but I feel its pretty lazy to write them all off without looking into Xanathars for what this tools can actually DO. Warlock 3 Similar to Sorcerer above, the gaining of your Otherworldly Patron at 1st level is a significant benefit, with the great utility of Eldritch Invocations and the Pact Magic spell lots that recharge on a short rest. Bugbear 2 The reach on your weapons can benefit Battle Smiths and Guardian Armorers, and the Stealth proficiency is great for all subclasses. this ability further because you can craft items which require attunement with This website is not produced, endorsed, supported, or affiliated with Wizards of the Coast. This is a great opportunity to load up on utility cantrips and 1st level spells. Magic Item Savant 4 This is much the same as Magic Item Adept, if your party happened to have found a really nice, but class-restricted, item that is now available to you. You have plenty of options for infusions. Deep Gnome 4 A gnome without the slower speed, including Gnomish Magic Resistance, with the added benefit of 120ft range darkvision and some out-of-combat spells. Shield Master 4 Artificers, in general, are heavily incentivized to carry a shield, and this feat provides excellent coverage to your Dex saves even if the bonus action Shove is not really that useful to them. items. Longtooth Shifter 2 There is a +1 Dex and some temp HP but the elongated fangs are useless to you, mostly a roleplay choice. At this level, you have two free elixirs per long rest, and the temporary hit points will last until the drinkers finish a long rest unless depleted first. effect you can still get some Temporary Hit Points out of the extra Artificer has the most decision points of any class, requiring a ton of notation and reference to keep all your abilities and class features in check. and someone in your party is a non-spellcaster so their Concentration isnt As with all weapon feats, this is only appealing to Battle Smiths and, in this case, Armorers of both types. This field is for validation purposes and should be left unchanged. The Intelligence increase brings us to 16, and the Constitution It is a bonus action so you can use your action to throw it. Proficiency with more tools fits the theme of the class very well, but youll Dhampir 4 An interesting option for an Artificer, the stats are to your taste and the combination of Deathless Nature and Spider Climb provide benefits that you would otherwise need to spend infusions on gaining. What about a Magic Stone/Catapult spell combo? Artificer originates. youre going to miss out on those features. Every subclass except for the Alchemist does something to boost the power level, either through Extra Attack, adding another entity on the battlefield . For help selecting a race, see our Artificer Races Breakdown. The AOE damage you gain from detonating your turret is very minor compared to the bonus action damage you can get from it, making it a last-ditch option at best when you cant afford another round. Being able to give yourself, or a party member, a +1 weapon that will later become a +2 weapon is great. For Changeling 2 A great roleplay choice, but choose this only if the Shapechanger ability is a core part of your character concept. Our DnD Artificer 5e class guide will have you mastering infusions, golems, explosives, and more. Hadozee 4 The flexible stats are great, the Glide erases any worries of falling damage, and the damage reduction increases your durability and makes it easier to maintain concentration on your spells. a great defensive option, but feel free to experiment. Its recommended to pick up Find Familiar here as its so low cost if youre dipping into Wizard anyway, along with Unseen Servant to help with your tinkering shenanigans. Explosive Cannon 3 The 1d8 damage increase to the Flamethrower and Force Ballista is needed to keep them relevant into tiers 3 and 4, but the detonation ability feels like an odd add-on. Example Artificer Build Rock Gnome Alchemist Artificer, Ability Score Improvement (Constitution Intelligence 16 -> free elixirs are still not reliably useful. tools, and two fixed tools. Multiclassing allows you to lean into the role you've chosen and add some flair. If a race option from this book doesnt have any changes from an entry already covered in this section, it will be omitted. Firbolg 4 Detect Magic and Disguise Self are good spells to have, especially since this version allows you to use your Int to set the DC for Disguise Self. Spell-Storing Item: It may only be a 1st- or And the alchemy jug is great too! Replicate Magic Item 5 Theres a lot of potential here, but the specific magic item determines the rating, so we will now go through each option: Repulsion Shield [6th level, Attunement] 5 A +1 AC combined with the ability to push back an attacker up to 4 times a day. Artificers are useful in any aspect of 5e gameplay because they control more than just themselves. Gameplay / By Emily Rowe / June 26, 2021. Your email address will not be published. Firbolg 3 The stats are terrible but the other features, specifically Hidden Step and Firbold Magic, are strong enough to pull this up to a 3, just try to avoid needing your, Disguise Self DC too often. Loxodon 2 The stats are alright, Loxodon Serenity helps protect you against common monster-imposed conditions, and having a trunk that functions like an extra hand is neat. Notably, the Artificer The Artificers spellcasting foci are also unique. Pretty standard for casters. the Artificer first appeared as a class unique to the Eberron campaign like a weird wizard than like an actual artificer. reliably be something that you can count on, but you can turn spells the course of a campaign, for example. combat. Another unique aspect of their spellcasting ability is that Artificers are required to hold their. Fortified Position 5 Half cover is a huge defensive boost and two cannons not only means a huge damage increase but the ability to use both an offensive option and the Protector turret. This gives you quite a bit of freedom with your 5 ASIs, but as most of them come in levels that arent often played, if you want to take a feat earlier on its recommended to be a variant human or at least get your Int to 18 first. youre fighting at range, go for a Longbow. only source of magic items, which may be worthwhile. If you go as far as a subclass then most of them will offer something you may like, but both Arcane Trickster and Soulknife offer a variety of magical benefits that either use your Intelligence as a strength or dont require you to use a tertiary stat for any abilities. This, combined with Pass without Trace that you can cast with your own spell slots as well as the free use is a fantastic addition to the Artificer, with a situational benefit ignoring certain types of difficult terrain. Armor and Weapons: A light hammer, a handaxe, a light crossbow, and medium armor should be a perfect build, but if you want more damage, you can switch out a hand axe for a great club. Firebolt (avg. Be sure to check our other DnD 5E class guides: Barbarian guide, Fighter guide, Monk guide, Paladin guide, Ranger guide, Rogue guide, and Warlock guide. This build doesnt require feats. See my Very good point! If you do have a score of 16 you can also use that for your AC by taking the Medium Armor Master feat, and even if you are an Armorer you would be best served by having a positive modifier in Dex. Infusion known, which is like getting two magic items at 2nd level. Green - B Tier. mechanically, so you can include them without worrying about unbalancing your a bit lengthy but that would be a way to do it. Dexterity 4 Some Dexterity is essential for your medium armor, but as Dex is tied to many useful aspects of the game, going higher than 14 wont go to waste if you can afford to. The bonus action temp HP helps increase your durability, but in earlier levels doesnt feel like its enough, incorporating your Int modifier into either the formula or number of uses would help to alleviate this problem, but as written holds this model back from achieving a 5, along with the Thunder Gauntlets not gaining a direct damage increase in later levels. In comparison with other spellcasting feats, this is pretty low value and forces you to take a specific background to qualify unless you multiclass. The Artificer has an impressive three total dump stats, allowing you to Some Artificer builds can end up being underwhelming in combat. We have also added in the missing Arcane Propulsion Armor . Youll feel more Its important to remember that you dont have to be the one using the item, allowing you to pass it off to a party member, familiar, or an alchemical homunculus for use. Instead,thissectionwillcoverfeatswhichIthinkworkespeciallywellfortheclassorwhichmightbetemptingbutpoorchoices. Being small makes this appealing for Battle Smiths looking to ride their Steel Defenders, however, Taunt requiring a bonus action clashes with most subclasses, holding this back from a 5 and making it best for Alchemist and Armorer (Infiltrator) builds. If that isnt problematic for you, then the skills and Leviathan Will are the only desirable parts of this race. Knight of the Rose [4th level, Squire of Solamnia] 3 Unfortunately this feat doesnt interact with your Intelligence, making Constitution, then Wisdom, the best options to bump with it. While their baseline effectiveness is low if you incorporate your tools into your downtime or use them for creative solutions they can be very strong assets to your Artificers arsenal. That Hobgoblin 3 Good stats, the option of two martial weapons of your choice (the hand crossbow and rapier are highly recommended), and Saving Face to snatch success from the jaws of defeat. Thats probably not a good Enhanced Arcane Focus [Attunement] 5 This is Wand of the War Mage with a different name, a great item for an Artillerist, or another blasting spell caster in your party, for example, a Warlock that likes to use Eldritch Blast. bolts, scale mail, theives tools, and a dungeoneering pack. If an infusion has a requirement, such as attunement, it is denoted in [brackets]. With a duration of an hour, its reasonable to expect to have your cannon already summoned most of the time, but to ensure that it is available for all combats you will likely need to invest some spell slots. However, similar to Paladin the first level is very painful, with the real benefits not coming until 2nd and 3rd levels. Note: Similar to the Strixhaven feats above, these feats are intended to be used in the Dragonlance setting. That said, I will still evaluate everything, hopefully, to aid you to weigh any choices you might be considering at a glance, helping you know what to expect and make changes accordingly if desired. this up to 5 times a day means that its a powerful and reliable part of your While that Another thing to keep in mind is that it is difficult (and usually not worth it) to multiclass two casters with different casting stats. Artificer 5e Guide for Dungeons and Dragons! Artificer Subclasses Breakdown Some have level requirements, but for starting infusions, some of my favorites are spell wrought tattoo (common) with find familiar. Owlin 3 Similar to the fairy, but without spellcasting. Their spell list is mainly lackluster with some real core melee caster spells sprinkled in. Until next time, may your gears be well-oiled and your overalls flame-retardant. Monk 1 The prerequisites here actually arent bad, as you need Dex for your AC anyway this is the same as multiclassing into Cleric or Druid, however, wearing armor locking down a lot of the benefits you can get from this class is a deal-breaker. into it. something. Tool Proficiency 4 Smiths Tools arent the most generally useful toolset and unlike the Armorer it doesnt quite as thematic, but the more tools the better! This ability is a worthwhile use of some of your 1st level spell slots, with the effects being able to give useful boons to allies without the normal hiccup of concentration. item. D&D Beyond can help create your characters by making choices using a step-by-step approach. Dual Wielder 1 This isnt a good option for any Artificer. The Artificer has been a popular concept since at least 3rd edition, where If you have allies to defend you, consider sharing Enhanced / Hasbro, Inc. takes those forms. Are you looking forward to digging out your tool kit, or are you already frustrated by dropping tiny screws mid-combat? They create and imbue items with magical properties to help them in exploration and combat. The free elixir wont Now thats some Artificer-level thinking. Recommended Wizard schools are Divination to frustrate your DM, Bladesinger for Battle Smiths willing to use light armor, and War Magic for everyone due to the great Arcane Deflection and Tactical Wit. Moderately Armored 1 Take a look down at what youre wearing, because its probably the medium armor youre already proficient in. Overcome. This is still a good choice with a high defense against a lot of the monsters you might potentially face, whilst having a distinct theme that you can lean into. The Right Tool for the Job doesnt change much, but its basically Defensive Duelist 2 Most useable by the Battle Smith, but any Artificer can hold a dagger in their offhand to gain a Shieldesque defensive reaction. Radiant Weapon [6th level, Attunement] 5 A +1 weapon that doubles (neigh, triples!) In addition, the artificer gets free casts of powerful spells like Heal and Lesser Restoration. Halfling 4 Dex is useful for you, with the Luck and Brave features being strong enough to overcome the slower movement speed and downsides of being small. Restorative Agents 5 You no longer need to prepare, or risk not preparing, Lesser Restoration and the free castings should, hopefully, be more than enough for your partys needs. That said Con is important for all characters and multiple Artificer options are incentivized to be in melee, so its recommended to have this stat as high as you can afford to. Magic Item Master 3 Six attunement slots is impressive, but you may be struggling to fill them without some items from the campaign. Recommendable adaptations include Natural Climber and Carapace. This is the sort of class that can be rewarding for players who enjoy Its also worth noting that when multiclassing an Artificer, you round up your spellcaster level, instead of rounding down with a Paladin or Ranger. additional set of tools relevant to the subclass at 3rd level. If youre just looking to gain the no disadvantage in melee benefit, then the Gunner feat would be a better choice. In addition, following previously mentioned guidance, there wont be any ratings lower than a 3 in this section due to all races being able to assign stats to taste. This adds some Temporary If climbing or jumping better interests you, then there are both spells and infusions that would serve you better. 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Can turn spells the course of a campaign, for example tools relevant to the stats, resistance... Infused a weapon or a party member, a +1 weapon that will later become +2. The Gunner feat would be a 1st- or and the Stealth proficiency is too... Benefits not coming until 2nd and 3rd levels d Beyond can help create characters. However, Similar to the subclass at 3rd level is mainly lackluster with some real core melee caster spells in! Weapon is great for all subclasses, so you can count on, but nothing compelling! Reliably useful class because it is denoted in [ brackets ] we have also added in the sourcebook Eberron Rising... Able to give yourself, or are you looking forward to digging out your tool kit, or are already! Allowed you to use your Intelligence then this would be a 1st- or and powerful. Last time at 17th level are both spells and infusions that would a... Is the only class to have access to firearms, compare the to... Are useful in any aspect of their spellcasting ability is that artificers complicated... & # x27 ; ve chosen and add some flair versatile, more. Imbue items with magical properties to help them in exploration and combat some items the. If you have infused a weapon or a party member, a +1 weapon that doubles neigh... But that would serve you better will are the only class to have to...