The ability to craft your own magic items faster and for less gold improves Sea-Elf 3 Significantly better than the original version, but theres still little here for you besides stats and trance. Moderately Armored 1 Take a look down at what youre wearing, because its probably the medium armor youre already proficient in. Privacy Policy. Artificer 5e Guide for Dungeons and Dragons! Example Artificer Build Rock Gnome Alchemist Artificer, Ability Score Improvement (Constitution Intelligence 16 -> Magical Tinkering give you plenty of utility options outside of Fighting Initiate 4 There are so many Fighting Styles that there are likely multiple options that would be beneficial to your character. Hit points to their effects, so even if you dont roll a useful 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. Helm of Awareness [10th level, Attunement] 5 In practice, this is most of the Alert feat in an infusion and thats fantastic. 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. spell. retrain one option at every level (including this one), so you could Does the idea of an arcane gunslinger, or turret deploying engineer interest you? Crossbow Expert 2 This is only really good for a Battle Smith, and to get the most out of it they would have to not attack with their Steel Defender. The Complete Artificer 5E Handbook | Artificer 5E Guide February 25, 2023 Travis Scoundrel 0 In a game dominated by swords and spellslingers, it only makes sense that the steampunk setting has a class that mixes magic and technology. 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. document.getElementById( "ak_js_2" ).setAttribute( "value", ( new Date() ).getTime() ); This site uses Akismet to reduce spam. You dont need Adept of the Red Robes [4th level, Initiate of High Sorcery (Lunitari Moon)] 3 The cost of getting here is very high, but the potency of Magical Balance is worth it if this and Initiate of High Sorcery were interesting to you, to begin with. Polearm Master 1 Only applicable to Battle Smiths, the bonus action attack clashes with your Steel Defenders attack and smite spells, making this a poor choice unless youre trying to get the most out of Great Weapon Masters +10 damage. and someone in your party is a non-spellcaster so their Concentration isnt so you can get away with all kinds of trickery. Weapon Master 1 Even if you have an odd Dex score, weapon proficiencies are not this valuable. Easily one of the most impressive options in terms of value is the Gloom Stalker, giving you a medley of benefits from a more powerful additional attack every first round of combat, to being invisible in the dark to those needing darkvision to see you. Arcane jolt 5 An Artificer version of Divine Smite that, whilst limited to once per turn, can be triggered from either the Battle Smiths attacks or the Steel Defenders attack and has the option to heal instead of damage. Another unique aspect of their spellcasting ability is that Artificers are required to hold their. spell slot just in time to get an expanded spell list, including the Proficiency Bonus. Artificers skills are mostly Intelligence and Wisdom-based, and most are The floating proficiencies granted by Astral Trance also complement The Right Tool for the Job, allowing you to provide both the tools and proficiency to use them. takes those forms. Some examples include Defense to increase your AC, Archery if you make ranged weapon attacks, or Superior Technique for a maneuver that can apply to combat, social, or exploration. Also look for options which complement the Artificers limited spellcasting and for additional tool proficiencies. Arcane Firearm 4 A chunk of damage on top of your blasting spells, this is a significant bump initially but doesnt age very well in later levels. If youre interested in this feat it is best taken on an Artillerist to make the most of Life Channel and Tashas Mind Whips is recommended as the 2nd level spell. This multiclass is primarily recommended for Alchemists and Artillerists if going to third level. This is a significant boost for an Artificer, giving them access to spells they may not otherwise have and freeing up their number of prepared spells. absolutely essential Healing Word. If climbing or jumping better interests you, then there are both spells and infusions that would serve you better. Firebolt (avg. Spell-Refueling Ring [6th level, Attunement] 4 This is essentially a Pearl of Power in ring form, this can give your fullcasting allies a lot of extra power for a few levels, but will be more relevant to you for longer due to your slower spell slot progression. It can be really hard to say no to any feat that boosts your primary stat whilst giving you a good ability. Tool Expertise: Theres a reason WotC is For a quick overview of other 5e classes, check out our Guide to DnD 5e Classes. This article contains affiliate links that add gold to our coffers. This build doesnt require feats. Fill out the form below to receive Escape From Mt. hand crossbow with Repeating Shot while also using a shield. Each tool proficiency provides advantage on certain skill checks as well. Skilled 4 This synergizes very well with your Tool Expertise feature, so you can go full Artificer. This is a convenience ability that only gets a 5 as it is a bonus to your subclass abilities at this level. or override incredibly low ability scores with little effort. Sentinel 2 This feat is great for Guardian Armorers to enhance their tanking role and good for tanking Battle Smiths, but not applicable to most Artificers. of caution if youre starting at level 1. Perfected Armor 5 Great capstones that encompass the playstyle of each armor model. The Right Tool for the Job doesnt change much, but its basically Crusher 2 If youre a Battle Smith that has chosen to focus on bludgeoning weapons then this is a great control option, but with only +1 Con applicable to you this would be an expensive feat to take. 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. Constitution and Intelligence scores to work better with our race. but youll have better results if you sell it and use the gold to In addition, the artificer gets free casts of powerful spells like Heal and Lesser Restoration. Spellcasting 5 The Artificer gains spellcasting at 1st level, but they are unique in that they are neither a full caster nor a half caster, they are more accurately described as a three-quarter caster. Armor Model To give a more accurate rating the armor models will be rated individually: Guardian 4 The Thunder Gauntlets are an outstanding tanking weapon, allowing you to eventually engage multiple monsters and incentivize them to target you, not your robed allies. Not approved/endorsed by Wizards. 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. significantly changing the fantasy, medieval feel of a typical Dungeons and The only downside of this as a dip is the d6 Hit Die, which means no more than two levels are recommended here to get your subclass. This is to be strictly avoided, but if you are really interested in this multiclass for some reason and get to 3rd level, then Kensei can add some ranged damage to Infiltrators and ranged Battle Smiths, and Open Hand can increase the value of your limited Flurry of Blows uses. to perform magic. Returning Weapon 5 If youve ever wanted to play a knife-throwing character this is a great way to do so, gaining a +1weapon and the flexibility to use short-ranged attacks as you please. 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. A very Artificer mindset! WIS: WIS saves and Perception checks happen a lot. Arcane Eye may earn a small commission from affiliate links in this article. 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. Now thats some Artificer-level thinking. Notably, the Artificer Harengon 5 Choose your own stats, Perception proficiency, an at-will bonus to prevent you from failing Dex saves, a scaling bonus to your initiative, and a get out of trouble ability with Rabbit Hop? Actor 1 Completely a roleplay choice that, ideally, should be taken after more relevant stat bumps and feats. As with most things in D&D, tools will only be as good as the player is creative with them! By now you get two doses of Experimental Elixir per day, but the Keen Mind 3 This is a fun way to round out your Int score whilst grabbing some flavorful ribbon abilities. Lizardfolk 2 If you want an interesting choice to play in an aquatic campaign then you might want to consider this, but meh stats and a bite that uses your Str modifier do not a potent option make. Genius to that, and you can add +11 to any save on top of your normal that will make good use of your 2nd-level spell slots. 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. Resistant Armor [6th level, Attunement] 2 Damage resistance is a potent defense, and the ability to select the resistance this armor has when you infuse it means that you can change the damage type daily. only source of magic items, which may be worthwhile. class list). So Catapult cant target a pebble from Magic Stone, and even if it could it wouldnt count as an attack so it would only deal the Catapult damage. Hobgoblin 4 Advantage against being charmed, a boost to help you pass saves and make attack rolls with Fortune of the Many, proficiency times per day, and the excellent support ability of Fey Gift make this a compelling choice for a support focused Artificer. Well at least you could mention Mending cantrip since it helps a Battlesmith to repair his Defender :). Gnome 4 +2 Int and advantage on magical mental saves is a great start for your Artificer, but a 25ft movement speed, the drawbacks of being small, and plenty of nonmagical effects that target your mental stats forbid this from being a 5. This is to make them more distinct on the list as they stand out as primarily revisions of existing races. Spellcasting Feats Breakdown. If you need nothing else, use Enhanced Arcane Focus and Enhanced The ability to craft magic items cheaper and faster is a nice benefit that suits an Artificer, but will heavily depend on your table for how useful it is. Soul of Artifice: You can (and should) be else. 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. It is like having 3 attacks per round at lvl 5. This means that a full caster can take a one level dip into Artificer without slowing down their spell slot progression. Metamagic Adept 4 The small amount of Sorcery Points holds this back from being a 5, but the variety of options to enhance your spellcasting is great, with some potent options including: Quickened Spell, Twinned Spell, and Transmuted Spell. Soul of Artifice: A very, very good capstone ability. Hi Ivan! be able to use this when they normally cant cast spells (like when raging). Whilst the unarmored AC calculation will go to waste on you, the ability to give yourself advantage on Stealth checks will definitely see some use, with telepathy being a very nice ribbon. Stats: You'll prioritize Intelligence first, followed by Constitution or Strength/Dexterity. For a sturdy front-line artificer, the Hill Dwarf and the Goliath (MMoM version) both work very well. 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. You can stop preparing Cure Ability Score Increases (ASI) at4th, 8th, 12th, 16th, and 19th level. Wizards of the Coast LLC. knowledge skills, but Sleight of Hand is an option. Protective Magic is best used for spells like Aid, Pass without Trace, or Warding Bond. Look for backgrounds which provide additional Intelligence-based skills. Artificer Specialist: Artificer subclasses are briefly This is best for an Armorer using the Guardian form, as they will be making melee attacks but dont have a regular use for their bonus action. Shadar-Kai 5 Similar to the eldarin, a handful of bonus action non-spell teleports is very powerful, but even more so when you gain resistance to all damage until the start of your next turn! 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