If you are currently using the version Dungeons and Dragons is a Trademark of Wizards of the Coast, LLC. However, there is already a heavy crossover between your spell list and what is available through the feat, and the ability to use your infusions as a focus largely negates the focus benefit of this feat. Should you take the Homunculus Servant infusion, giving it your Eerie Token will allow you to use it more like a conventional familiar, in addition to its own benefits. You get ritual casting, which is always great, and the spell list If the gauntlets were +1 weapons and/or allowed you to use your Intelligence then this would be more appealing. Athlete 1 Whilst you could bump an odd Dex score with this, the benefits are so small that it isnt worth spending an ASI, or even a free feat, on. Even if youre a dwarf. It will take half a week and 100 gold. This is to make them more distinct on the list as they stand out as primarily revisions of existing races. Magical Tinkering give you plenty of utility options outside of This subclass could benefit significantly from the Elemental Adept feat, as a significant amount of its arsenal is fire damage. Infernal Constitution [Tiefling] 4 Rounding out your Con whilst grabbing two more resistances is great and provides you coverage against poison that Absorb Elements couldnt help you with. Unfortunately, it appears that you cant choose a 1st-level spell cast with a At high levels you might consider feats but there are few backgrounds which are setting-agnostic and work well. Sharpshooter 4 This is a great way to increase damage for both ranged Battle Smiths and Infiltrator Armorers. Sea-Elf 3 Significantly better than the original version, but theres still little here for you besides stats and trance. Part of the rating is due to giving you access to a spell level you wouldnt normally gain through your Spellcasting feature. of caution if youre starting at level 1. It may not feel exciting, but this improves a lot about your +4 covers 20% of the range over With six years of experience playing and mastering the 5th edition of the game, Paul is a seasoned veteran who has run multiple long-term campaigns each week. Required fields are marked *. The color code below has been implemented to help you identify, at a glance, how good that option will be for your artificer. At the very least, this item can contain 10 Cure Wounds spells which would equate to 10d8+50 hit points of out-of-combat healing. Now thats some Artificer-level thinking. save can easily turn a failed save or check into a successful one, and using Thieves Tools means that Tool Expertise has at least one important use case Savage Attacker 1 This only applies to less than half of Artificers and isnt a good feat for those it applies to, a savage waste of an ASI. long periods of time, the intent of the class is that you will tailor your 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. Some Artificer builds can end up being underwhelming in combat. Spellcasting Feats Breakdown. point. Assuming youre not exceedingly unlucky, that is. 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. With the right infusions and spells, they can fill Tavern Brawler 1 Nothing but a roleplay choice here, but who doesnt love a bar fight between adventures? reliably be something that you can count on, but you can turn spells inexpensive material component. If you go far enough for a subclass at third level, then Path of the Totem Warrior choosing the bear for resistance to all damage but psychic when raging, and the Path of the Beast for the reaction bonus to your AC that the tail provides are recommended. Powerful Build and Speech of Beast and Leaf are nice ribbon abilities that can help build roleplay aspects of your character. If you are interested in the flavor of this then go for it, if not then there are many, many better choices. Here's how to play one. Goliath 5 With stats that now align with whatever you wish, the change to Stones Endurance rockets this option to a 5, allowing you to tank a staggering amount of damage over the course of the day, or in a single combat. free elixirs are still not reliably useful. +2 Longbow will match the average damage of a +1 Heavy Crossbow and will have Keep in mind that the state of the meta periodically changes as new source materials are released, and the article will be updated accordingly as time allows. rare. Tool Expertise: Theres a reason WotC is Congratulations, you now have a magical tool that grants proficiency in all artisan tools. Note: Your Steel Defender can attune to magic items you can create with your infusions, and if it has appropriate anatomy, can serve as a mount for small Artificers. Learn how your comment data is processed. Gunner 3 This would benefit those Artificers that use ranged spells as well as Infiltrators and Battle Smiths, this is a great feat if youre concerned about getting closed in on and having to suffer disadvantage. The Armorer subclass already gets access to heavy armor proficiency and a two-level dip is a lot for +1 AC. If you go far enough for a subclass then Eldritch Knight can give you access to Int-based spells you wouldnt normally have access to, whilst Psi Warrior provides a nice balance of personal/party protection and damage and scales, to some extent, with your proficiency modifier. Strength 1 You have no real use for this stat at all, feel free to dump this as low as you can unless you plan on a grappling build, in which case try to not go below 10. Protective Magic is best used for spells like Aid, Pass without Trace, or Warding Bond. This subclass is commonly regarded as the weakest, or generally suboptimal, choice but dont let that deter you from this subclass if it catches your attention. It can protect you or an ally, and what is important it is a target. spells. Generally groups which choose to use firearms will use the Renaissance Goblin 3 No Int bonus but useful stats nonetheless, Nimble Escape will often clash with your available bonus actions but is a nice option to have. You also gain Tool Expertise at this level, doubling your Further, lash together or put into a mesh bag up to 5 vials doing 3d8 bludgeoning and 10d6 acid damage. tool proficiency. If youre Rather than a wand or Also Warding Bond and Heroism is not a bad combo even though you are not a d10 class. survive with 8 Dexterity, though getting to level 3 will require a great deal 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! for new players or for players who suffer from analysis paralysis. Its also worth noting that when multiclassing an Artificer, you round up your spellcaster level, instead of rounding down with a Paladin or Ranger. Magical Tinkering 5 This is largely a ribbon ability and it excels in that role, giving you the Artificer feel of creating little gadgets whilst scaling with your Intelligence. For a quick overview of the artificer class, see our breakdown of the dnd 5e classes. 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. Tool Expertise 5 Mostly useful for being able to pick locks and disable traps more reliably, this ability helps make sure that whatever you attempt with your tools will go off somewhat smoothly. Required fields are marked *. The Alchemist gains proficiency with Alchemists Supplies, but we The information presented on this site about Dungeons and Dragons, both literal and graphical, is copyrighted by Wizards of the Coast. The Alchemist Spells 4 The offensive spells on offer here arent great, but all will work with your 5th level feature for additional damage. the Artificer starting equipment. It is indeed phenomenal casting a Booming Blade, as an Armorer is likely to have the highest AC in a party and wont want an enemy to get away too easily ???? Combine this with Perception proficiency, necrotic resistance, Fey Ancestry, and the new and improved Trance and you have a powerhouse of an option. Constitution and Intelligence scores to work better with our race. Helm of Awareness [10th level, Attunement] 5 In practice, this is most of the Alert feat in an infusion and thats fantastic. That said, they get a varied list of utility, healing, and buff spells that can make them effective in a wide variety of circumstances. Mounted Combatant 2 This is only good for small-sized Battle Smiths that are interested in riding their Steel Defender, which is certainly a niche. Being able to hold them all yourself! The Best Feats For An Armorer Artificer. but a shield. Well at least you could mention Mending cantrip since it helps a Battlesmith to repair his Defender :). Enhanced Defense 5 Being able to increase your AC is always going to be a great option, the ability to make a shield +1 is particularly nice as it will work with unarmored AC calculations that your or your party may use, such as the Tortles flat 17 AC, or the Barbarians Unarmored Defense. that of the Artificer. Constitution 3 Con isnt as important to Artificers as other casters, as they have proficiency in Con saving throws to help maintain concentration on spells. 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. Gift of the Gem Dragon 5 Offensive reactions are in short supply for the Artificer as a whole and as far as they go, this one is great as it provides not only damage but pushes the monster away from you so you have a chance at escaping. Otherwise, this is a great choice, with Built for Success stacking with Flash of genius to ensure you never fail a saving throw again. more. Revenant Blade [Elf] 1 If youre already using a double-bladed scimitar then youre a Battle Smith and you dont need this feat. 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. Lizardfolk 3 This is largely the same as the VGtM version, but with more, and consecutive, uses of Hungry Jaws and lacking the original crafting ability, Mostly a roleplay choice. Soul of Artifice: A very, very good capstone ability. the differences between individual character options. Pretty standard for casters. Combine that with Little Giant and Mountain Born and you have a very durable 5 that makes orcs and half-orcs blush. Several of the Artificers features are related to crafting and to magic Fey Ancestry adds some defense, whilst Nimble Escape gives you some situational abilities, but that will realistically be used primarily by Infiltrators. 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. Genasi 3 Nothing here except +2 Con, good enough for a 3 at least. Subraces and variants will be listed under the central race rating, bullet-pointed, and noted by italics. And the alchemy jug is great too! A two-level dip into Fighter will get Artificers heavy armor and a fighting style. only source of magic items, which may be worthwhile. Eldritch Cannon 5 Your hallmark feature this gives you three different options to fulfill your role, each doing an excellent job. cantrips improve for the last time at 17th level. Poisoner 2 Using poison is a niche playstyle and this is a class that has a good chance of not using weapons at all. items. This is certainly the tankiest option for the Artificer. Dexterity saves will be more common and typically damage you, whilst Wisdom saving throws will become more common in later levels and can impose a variety of nasty conditions. Grappler 1 A bad feat, if you want to be a grappling Artificer then you would be better off getting Expertise in Athletics from another feat instead. Guild Artisan will add Insight, Persuasion, an Replicate Magic Item gives you access to ability score boosting The Artificer gets two skills from their class list, one type of Artisans Orcish Fury [Half-Orc] 2 This is a great feat if you have an odd Con and use weapons if neither of those is true then you should just skip this feat altogether. The stand-out feature here is Fury of the Small which provides the Artificer with some needed burst damage. D&D 5e Artificer multiclassing image is Warforged Artificer by captdiablo used under Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. Strength for anything unless you spend a feat on proficiency with heavy armor, 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. Its better than drowning after all. 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. Strangely, the text of Spell-Storing Item doesnt use the phrase Cast a Wisdom 3 Always useful for Perception and Wis saving throws, try and have a +1 here if possible, but with access to Flash of Genius and Guidance, this isnt as big of a priority for you as other classes. Tortle 4 All the good of the original version but with better stats, not good enough to be a 5 but still a good choice if you dont want to use armor. Thri-Kreen 4 Whats better than having a bunch of infused items? Fighter 5 You automatically qualify for this based on the Dex you have for your medium armor and theres so much packed into the beginning levels that it is a compelling dip. Bonfire can be some amazing battlefield control, especially at early levels, and Thornwhip can save people from grapples. the Bard. However, the Artificer is complicated. Artificers skills are mostly Intelligence and Wisdom-based, and most are Flash of Genius 5 An outstanding ability being able to give yourself, or an ally within 30 feet, a fixed bonus to a saving throw or skill check can make the difference between player death or a victory ale down the tavern after the encounter. 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. Strixhaven initiate 5 Two cantrips and a 1st level spell are a great addition to your casting arsenal, but what makes this feat a 5 is being able to choose Intelligence for your spells and being able to cast the leveled spell with your own spell slots. extra set of artisans tools. 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. Whilst this doesnt apply to all Artificers, its worth thinking about any bonus actions your multiclass may give you and how often you can, or would want, to use them. Defense to boost your spell attacks and your AC. Being able to add your Int mod to a Strength check to grapple or shove a creature can greatly improve your overall success at that tactic. 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. 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! Artificers are an unusual class in D&D 5e. Spellcasting: Artificers are a 2/3 caster Githyanki 5 A skill and tool that you can change every long rest are very useful, with psychic resistance coming in handy against some nasty monsters, with the excellent Githyanki Psionics carrying this to a 5. In this section, well review each class in terms of how well they multiclass with Artificer, mentioning how many levels and what subclass (if any) would work best. Stand-out options on the list include Magic Missile, Shatter, Hypnotic Pattern, and Greater Invisibility. attunement, this can be very important in campaigns which include magic items. get at least 4 tool proficiencies from class featues alone so you may not need You dont get any more spell slots, but 2 magic items can be Magic Item Master: More attunement slots to keep Infusions viable. Elf 3 The Dex bump is useable with your medium armor, Perception is a great skill to have, and Fey Ancestry is a decent defensive feature. The same applies to having Str-based claws, and you likely wont want the +1 bump this offers, there are much better feats to increase an odd Con. It should also be noted that you are able to replicate common magic items, which allows you to create interesting choices such as the Clockwork Amulet (XGtE) and a Spellwrought Tattoo containing a cantrip or first level spell. D&D 5e: Alchemist Artificer Guide. Rock Gnome. This is a guide, not a contract written by Asmodeus. Saves: CON saves will be awesome to help maintain concentration, and INT saves do happen now and again. absolutely essential Healing Word. The Artificers uniqueness tends to get in the way of its actual effectiveness. Note on War Caster ratings.. artificers can also used Infused items as a focus. Of course, you may also be the Here at GameCows, we're going to use a simple ranking system. youre fighting at range, go for a Longbow. Full customization and control of your character, none of the flipping through hundreds of pages to reference obscure rules. 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. I cant think And later you just simply replace it, one firebolt gets 2d10. This also makes the detonation gained from Explosive Cannon more appealing as you will still have one turret left for bonus action use. You dont need Tortle 3 An exception to the standard playstyle for an Artificer, the Tortle allows you to maintain a higher AC with an enchanted shield, but without the disadvantage that comes from using half plate. Spell-Storing Item: It may only be a 1st- or 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. Saving Throws 5 Constitution is a fantastic saving throw for a class with spellcasting, helping you keep concentration on your spells as well as helping you avoid nasty things like poison. 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. damage) with Extra Attack will outdo your cantrip damage for a long time. youre going for. Its not advised to dip too heavily into this class, not only to preserve your Artificer progression but due to the loss of hit points the d6 Hit Die would incur. as a light source and retributive reaction. 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. When it is enemys turn they can either attack it or move away from it when it can use reaction to attack. 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. You can find everything you need to play one of these inventors in the next few sections. Hey Nathan! Level. Dungeon Delver 2 If youre playing a dungeon-heavy campaign then this can be useful, but it is most definitely a niche feat to choose. The Intelligence increase brings us to 16, and the Constitution An occasional bonus action like a Fighters Second Wind is a lot easier to fit into your action economy than one that you may want to do every other round. No treats shall be out of your reach! Tool Proficiency 5 Not generally a very useful toolset, but besides being necessary for your Arcane Firearm it also allows you to create a staff, rod, or wand from scratch if you get caught without. Amp up your Artificer with this 5E Artificer multiclass guide. Moderately Armored 1 Take a look down at what youre wearing, because its probably the medium armor youre already proficient in. A really good but not quite great mechanical option for an Artificer, however, there is a certain charm to a construct making other constructs. 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. martial weapons and use Intelligence for their attacks and damage. expensive ones!) Artificer gets a ton of tool proficiencies so its pretty silly to not to look at Xanathars tool fixes. Artificer is a playable class in D&D 5e that focuses on making & using magic items The idea of the Artificer in D&D 5e revolves around the creation and usage of magical items. 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. This class is most appealing for those looking for Expertise on certain ability checks and a bit of a damage boost for Infiltrators and some Battle Smiths. rest at 8. For a typical Artificer starting with an Int of 16, Dex of 14, and Constitution as high as you can afford will give you a solid base for your character. The Artificer is therefore limited in its choices because there is only one other INT caster in the Wizard. set of lockpicks around to cast fireball, which I think will inevitably lead +4 can turn a versatility and adaptability is very powerful, it also requires a great deal Armorer artificers planning to go all-in on Guardian armor can Racial feats are discussed in the Races section, above. making saves to maintain Concentration. games, but your group might still choose to do so. 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