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. If you do want to go further then Metamagic at 3rd level provides a substantial boost to the flexibility and potency of your spells, which you can reinforce with the Metamagic Adept feat for more options and Sorcery Points. Simic Hybrid 4 Good stats and a smorgasbord of adaptations to choose from to compliment the range of abilities you can gain from your infusions make this a strong choice. class list). I For more advice on Shadow Touched, see my out of their way or you are making a truly impressive effort, most tool Intelligence. It may not feel exciting, but this improves a lot about your suffice if you need more precise control than letting another player use it) If you want to use a shield (and you should since you 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. When you combine that with being able to choose to succeed up to 4 times a day, you may never lose concentration through damage again! Battle Smith Spells 4 An overall great list that channels clockwork Paladin imagery, but the smite spells are what holds this back from a 5. 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. All Rights Reserved. Artificer has more decision points than any class to date, including the Weapons 3 Simple weapons are enough for most Artificers, with each subclass being incentivized to damage enemies in their own ways. The Artificer is the first class to be published with reference to firearms, they dont apply to crossbows. since many artificers fight on the front lines where youll be repeatedly absoltuely punishing for players who dont like to spend hours agonizing over This is really a case of choosing which domain has the features that youre interested in, such as the healing boost of Life or the additional magic item of the Forge domain. 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. Also look for options which complement the Artificers limited spellcasting and for additional tool proficiencies. absolutely essential Healing Word. A one-level dip into Rogue gets you Expertise and Sneak Attack, both very worthwhile features. free, which allows you to use your limited spell slots for anything The Artificer is an extremely unique class because it is the only class to have a large focus on items. technological or magical gadgets is a fun novelty in a game where magic rarely Artificer originates. What about a Magic Stone/Catapult spell combo? Pick whatever artisans tools sound like fun. 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. Ive added ratings for both of these spells into the article. set of lockpicks around to cast fireball, which I think will inevitably lead Eldritch Adept 3 Theres a lot of great utility available in Eldritch Invocations, even just grabbing Devils Sight would be worth a feat for characters without darkvision, or with a team member planning on using Darkness. spell. Unless its laundry day. Youll feel more The a free set of tools. Your choice of subclass will add additional focus options, but Martial Adept 2 Armorers and Battle Smiths can make use of this feat for a small amount of burst damage. a fun way to embrace the Artificers theme. if you throw it it will be a range 60 (so 12 squares on a map, which is a lot usually) or for further distance, you can use it in a sling. Actor 1 Completely a roleplay choice that, ideally, should be taken after more relevant stat bumps and feats. +1 to AC will bring 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. Subscribe to our newsletter and never miss another post! 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. Moderately Armored 1 Take a look down at what youre wearing, because its probably the medium armor youre already proficient in. Let's explore all the broken features and abilities that make the Artificer tick!Wayfinder's Guide to Eberron ha. Even if you are comfortable with not wearing armor, perhaps youre a Tortle, the unarmed strike you can make as a bonus action would still use either your Strength or Dexterity modifier, not your Intelligence. This is a guide, not a contract written by Asmodeus. I would rate it better than an Armorer. Thanks for the heads up! This multiclass is primarily recommended for Alchemists and Artillerists if going to third level. 2nd-level slot, but thats probably fine. Genasi, Water 3 Everything offered here is so very, very niche that this doesnt warrant higher than a 3, but may be worthwhile in an aquatic campaign. That 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. STR: Artificers arent brawlers, they dont need STR. Slasher 3 This is a similar case to Piercer, but being able to reduce the speed of a creature at will is a great control ability for those looking to control the battlefield a bit whilst tanking or skirmishing. Beyond the complexity of using Tinker in addition to the 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. Weapon/Armor Proficiencies: Light armor, medium armor, and shields are more than most casters get. you have 20 Intelligence, two attacks at 1d6+5+1 (avg. You can find everything you need to play one of these inventors in the next few sections. If you need nothing else, use Enhanced Arcane Focus and Enhanced comfortable granting universal expertise with tools: unless the DM is going 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. The armorer focuses on buffing a set of magical armor to help you out in battle. Artificer 5e Guide for Dungeons and Dragons! 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. Human 2 If youve rolled for stats and ended up with four or more odd scores then this is tempting, or if youre attempting an abserdly MAD multiclass but otherwise this should just be avoided. Spellcasting Feats Breakdown. However, the Artificer is complicated. Healers, and Strikers, too. rest at 8. Obvious options include Cure Wounds, False Life, Invisibility, 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. While you definitely cant keep up with a Cleric or Circle of the Moon Druid, your party will certainly appreciate the support. 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. spells with items in both of their hands. 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. +2 Longbow will match the average damage of a +1 Heavy Crossbow and will have The armor creates identical replacements for any missing limbs. Artificer Specialist: At 3rd level Artificers may choose their specialization. The spell list for the Artificer is primarily control and utility spells, with some healing spells mixed in, and additional spells provided by the subclasses. Magic Stone, Enlarge, Catapult. focus in hand without dropping your weapon or shield to pull out a wand or The advantage against charmed and frightened can be very useful against many, many monsters. Soul of Artifice: You can (and should) be Intelligence 5 The stat that not only does your spellcasting and abilities key off of, but directly determines how many uses of Magical Tinkering and Flash of Genius you get. 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! 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. A really good but not quite great mechanical option for an Artificer, however, there is a certain charm to a construct making other constructs. Gameplay / By Emily Rowe / June 26, 2021. None of the options are outright unusable, so choose the subclass that benefits your party the most or simply the one you think you will enjoy. Now thats some Artificer-level thinking. Autognome 4 A very thematic option, this is held back by the Artificer not wanting to forgo wearing armor due to a mediocre Dex score and a desire to use an infusion on said armor. As mentioned previously any races that are republished without changes wont be included in this section. 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. The information presented on this site about Dungeons and Dragons, both literal and graphical, is copyrighted by Wizards of the Coast. Minotaur 1 This is just bad for an Artificer, give it the hoof and keep looking. Use that to craft more magic items for everyone. Aarakocra 1 This is incredibly niche and only worth taking if you want the exceptionally high fly speed, but being locked out of using medium armor makes you more MAD than the typical Artificer but without an Int bump. 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. At minimum, this means that your cantrips are more useful as an at-will attack and your blasting spells will effectively be cast a level higher than the slot you spent on them. Errata and the updated version of the Artificer Linguist 1 This is an incredibly niche feat only for roleplaying reasons or very language-specific campaigns. 4 - Very good. First introduced in Eberron: Rising from the Last War, Artificers use technology . The highlight of this subclass is definitely their ability to attack using their INT modifier, in addition to their trusty Steel Defender which can soak damage as well as it can deal it. 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. 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. Intelligence, two attacks at 1d6+5+1 ( avg bad for an Artificer give. 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