To reflect this, each feat has the requirement of Dragonlance Campaign, as this applies to all feats in this section it wont be listed individually, but other requirements will be listed in [ ] as normal. Rock Gnome. 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. of caution if youre starting at level 1. Its also worth noting that when multiclassing an Artificer, you round up your spellcaster level, instead of rounding down with a Paladin or Ranger. list of some 40+ options. Alchemical Savant 5 This ability not only keeps your damage competitive but makes you a capable healer, youre even better at using Healing Word than a Life Cleric! If you take this then give yourself a +1 weapon and consider having your Steel Defender take the Help action. There is the downside of not being eligible to be healed by all magic, notably a Paladins Lay on Hands, a Rangers Healing Spirit, or the Heal spell. Zack Stella - Wizards of the Coast - Maverick Thopterist. Another unique aspect of their spellcasting ability is that Artificers are required to hold their. Neither of these options requires your Charisma modifier and Restore Balance will gain more uses with your proficiency bonus. 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. save can easily turn a failed save or check into a successful one, and using 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. You get to start with two infused items chosen from four inexpensive material component. Infiltrator 5 Increased mobility, advantage on Stealth to cancel out the disadvantage heavy armor brings, and a ranged weapon that doesnt require a hand to use are all excellent. The full version was originally published in Eberron: Rising from the Last War, and updated in Tasha's Cauldron of Everything. Assuming youre not exceedingly unlucky, that is. Green - B Tier. youre clever you can come up with all kinds of uses for Magical Tinkering. Shadow Touched 5 Invisibility is useful to some degree at all levels, with a 1st level sell along for the ride whilst youre maxing out your Int. If you do take this class to third level and need to choose a subclass, try to avoid any that heavily rely on Bardic Inspiration dice for their features and consider how much value each Bardic Inspiration die gets from that subclass. Proficiencies: Medium armor and shields spells with items in both of their hands. However, unless your campaign has a particular type of damage as extremely common, this item is very niche and theres a good chance you might prepare the wrong damage type for any given day. Firebolt (avg. games, but your group might still choose to do so. However, its worth noting that this race is incompatible with the Armorer subclass entirely, and by choosing it youre locking yourself out of benefiting from any armor-based infusions. However, the stats arent great and theres little here in general for an Artificer. Genasi, Earth 5 Have you ever wondered what the point of Blade Ward is? Combine that with Little Giant and Mountain Born and you have a very durable 5 that makes orcs and half-orcs blush. We will not include 3rd-party content, including content from DMs Guild, in handbooks for official content because we cant assume that your game will allow 3rd-party content or homebrew. is a combination of options from the cleric and wizard spell lists, allowing Eladrin 5 The already powerful Fey Step teleport can now be used up to your proficiency bonus and can use your Intelligence, making an already good ability great for you. rest at 8. 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. to serve as a blaster, a healer, and a support caster. 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. If cantrips improve for the last time at 17th level. The artificer guide 5e hit points reach up till d8 and have medium armour. I actually use these rules extensively in my campaigns. As most Artificers will be relying on medium armor youll want a decent score in both Dexterity and Constitution, but Strength, Wisdom, and Charisma can be done to taste. 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. It is rare that you will come across a magical item outside of your class, race, spell, and level requirements to use with this feature. Artificers are complicated, versatile, and walk the line between underpowered and downright broken. A two-level dip into Fighter will get Artificers heavy armor and a fighting style. D&D Beyond. Youll feel more Gift of the Metallic Dragon 4 Not only do you get a free casting of Cure Wounds that still uses your Int, but you can stop using one of your prepared slots for it whilst still having the option of spending spell slots to cast it. get at least 4 tool proficiencies from class featues alone so you may not need The Artificer has an interesting note in its Multiclassing rules: when you This is most appealing to tank Artificer builds. Oh and being able to mimic people but not have to do so to speak is a huge improvement over the original version. Two levels are recommended to gain invocations, along with a second 1st level slot each rest, choose whichever invocations appeal most to you, some generally good ones are Devils Sight and Fiendish Vigor. You also get to cast Lesser Restoration 5 times per day for Weve adjusted the rating of the Homunculus Servant as it looks to provide similar (if not more) value than a familiar. Several of the artificer's subclasses in D&D 5e can support, but the best is the Alchemist. Infusion known, which is like getting two magic items at 2nd level. Portions of the materials used are property of Wizards of the Coast. Healer 4 If you want to lean into the healer role of the Artificer then this is the perfect feat for you, and would increase the overall durability of your party significantly. 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. D&D 5e Artificer multiclassing image is Warforged Artificer by captdiablo used under Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. as a light source and retributive reaction. 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. The most important thing you can get from your race is an Intelligence increase. Hexblood 5 A surprisingly compelling option for an Artificer, the stats will be great by default, Hex Magic provides you two useful spells that benefit all Artificer subclasses and the Eerie Token has a potent application for you. weapons, as they were historically used in time periods where using a sword or The Artificer is mostly a SAD class in terms of what youll want to spend your ASIs on as if you can start with a 14 Dex and a decent Con youll likely just want to increase Int only. The Artificer is the first class to be published with reference to firearms, retrain one option at every level (including this one), so you could plate. You dont need You can also use any item thats the subject of one of your infusions, which When grabbing spells from other spellcasting classes, think about why you want that spell and how it will interact with your class features. Magic Stone, Enlarge, Catapult. 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. Between its Repair ability and the Artificers ability to heal it with the Mending cantrip, or revive the Steel Defender altogether with a spell slot, you can safely count on having the Steel Defender for most combats. Second, Soul of Artifice also allows up to 6 attuned items, resulting in +6 to all saves and 6, not 12, chances to cheat death. Armorer artificers planning to go all-in on Guardian armor can Roleplay-wise, you might want your character to be an Artificer if you imagine them as a gearhead who likes to tinker with things, or a mad scientist who uses magic to concoct evil machinery. It should be noted that this ability receives a huge bump from Restorative Agents at 9th level. You also notably dont need to provide components, so you can use spells The following list of infusions are arranged alphabetically but those under the TCoE only section can only be found in that book, whilst the others can mostly be found in both TCoE and E:RftLW. If you do take this feat then using a sling infused with Returning Weapon is amazing. Knight of the Crown [4th level, Squire of Solamnia] 1 Whilst you can bump a physical stat, Commanding Rally clashes with many features and spells that Artificers get and doesnt mesh well with the investment in weapon use Squire of Solamnia encourages. If your game does not allow item crafting or does not use magic items, The Right Tool for the Job 5 A ribbon feature that comes alongside your subclass, this helps ensure that youll have the tools that you need without having to pay for them or lug around a giant toolbox. point. Tip: You can use Healing Word as your bonus action and your offensive cantrip of choice, such as Acid Splash, with both being boosted by Alchemical Savant. Instead,thissectionwillcoverfeatswhichIthinkworkespeciallywellfortheclassorwhichmightbetemptingbutpoorchoices. Taking from a Reddit comment that sums it up better than I can: Xanathars Guide lays out some good uses for tool proficiencies, with many of them providing usful tangible bonuses in a normal adventuring day. 19 total) will exceed 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. 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. guidane on Infusions, see my Protective Magic is best used for spells like Aid, Pass without Trace, or Warding Bond. knowledge skills, but Sleight of Hand is an option. The flavor of the subclass establishes them as somewhat of a combat medic with strong Paladin vibes, although mechanical support isnt provided until 9th level. 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. Very good point! Multiclassing allows you to lean into the role you've chosen and add some flair. This build doesnt require feats. A second level will get you Cunning Action which is extremely useful for any build, but especially so for melee builds that will be navigating the battlefield. Being able to give yourself, or a party member, a +1 weapon that will later become a +2 weapon is great. Sea-Elf 3 Significantly better than the original version, but theres still little here for you besides stats and trance. technological or magical gadgets is a fun novelty in a game where magic rarely Fey Touched 5 Increase your Int, whilst grabbing Misty Step and a 1st level spell? The Alchemists spell list Second Chance [Halfling] 3 A decent defense, but as the +1 is only applicable to your secondary stats it doesnt punch above a 3, the reroll recharging on a short rest or initiative is very nice, however. Fighting Initiate 4 There are so many Fighting Styles that there are likely multiple options that would be beneficial to your character. Goliath 2 The Str score isnt worth much to you, but if this race interests you then Athletics proficiency, cold resistance, and a very nice damage reduction ability can make it worth your while. Satyr 3 The stats and skills are pretty bad for you, but Magic Resistance is a powerful ability that carries this race to a 3. For a ranged artificer, consider the High Elf or the Fairy. 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. Dual Wielder 1 This isnt a good option for any Artificer. The Rock Gnome doubles down on the Artificers theme by adding the Rock items and items which boost all of your saving throws, so you can often offset 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. Similarly, already having Con saving throw proficiency, Flash of Genius, and access to the Mind Sharpener infusion means that you werent struggling to maintain concentration to begin with. Aarakocra 3 With a lower flight speed than the original, but retaining the no medium armor restriction, this wont be appealing for most Artificers unless youre comfortable with heavy AC compromises. Privacy Policy. Allowing you to not only make the most of it but also use half plate without a stealth penalty. Spellcasting Feats Breakdown. Its a shame that the class as a whole didnt receive proficiency with heavy and hand crossbows, the mechanical weapons feel right at home with the Artificer. Depending on your subclass you may have other compelling options available to you, such as a Magic Missile (Armorer) or Shatter (Armorer and Artillerist). This is a great opportunity to load up on utility cantrips and 1st level spells. Comment * document.getElementById("comment").setAttribute( "id", "a219ecdfab19d5e9448de71d6e7d8392" );document.getElementById("a8820b2833").setAttribute( "id", "comment" ); Save my name and email in this browser for the next time I comment. You get to Artificers are also unique in needing to cast their spells through artisans tools with which they are proficient or an infused item, adding an M component to spells that lack it. Chemical Mastery 5 Access to Greater Restoration and Heal fully cement your healer credentials, whilst the resistances offered are a nice thematic bump to your defenses. The impact of Trance will be dependent on your table, and theres not much in the core race to support an Artificer specifically, solid but not exceptional but mostly dependent on the subrace. When it is enemys turn they can either attack it or move away from it when it can use reaction to attack. Arcane Armor 5 This feature is providing mechanical support to the theme of being reliant on magical armor, rather than being the meat of your features, but it does provide nice benefits. I would rate it better than an Armorer. Some have level requirements, but for starting infusions, some of my favorites are spell wrought tattoo (common) with find familiar. Genasi, Fire 4 This is a lower-end 4 similar to the air genasi, carried by having a common damage type, fire, as a resistance. 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. This is an excellent feat to pick up whilst increasing your Int. Artificer 5e Guide Rating Scheme This guide is meant as a deep dive into the DnD 5e artificer. 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. Enhanced Weapon 5 With resistance and immunity to nonmagical bludgeoning, piercing, and slashing becoming increasingly common as levels increase, access to magic weapons becomes essential. The most recommended Sorcerous Origins to choose are Divine Soul for the ever-useful Favored by the Gods and Clockwork Soul for Restore Balance. Are you looking forward to digging out your tool kit, or are you already frustrated by dropping tiny screws mid-combat? Its important to note that reducing the damage you take reduces the save DC to maintain your concentration, making this very appealing to a caster like the Artificer. Adapt. have d8 hit dice) and fight in melee, go for a longsword or something. 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