Armor Modifications 5 This feature is essential for an Armorers power progression and two additional infused items dont fail to deliver. This only gets a 3 as the armor proficiency is useless to you, martial weapons are limited in usefulness for most Artificers, and Saving Face is dependent on having enough allies within 30ft of you to be worthwhile. get at least 4 tool proficiencies from class featues alone so you may not need Misty Step is a great spell that you wouldnt get from the Artificer spell list and Mage Hand is greatly enhanced by being invisible and not needing components. This guide is for the latest version of the Artificer class. Stand-out options on the list include Magic Missile, Shatter, Hypnotic Pattern, and Greater Invisibility. The color code below has been implemented to help you identify, at a glance, how good that option will be for your artificer. significantly changing the fantasy, medieval feel of a typical Dungeons and You also gain Tool Expertise at this level, doubling your This feat is relegated to if you want to play Pokemon or have a roleplay reason for wanting a mascot. The only exceptions to this, are races which give more points to stats than is typical, like the half-elf or mountain dwarf, which would be at least a 3.5 before features are considered. How good at social skills do you want to be? Squire of Solamnia [Fighter or Paladin levels or the Knight of Solamnia background] 2 A very niche feat that you will likely take through the background, this is only really suitable for Battle Smiths and Armorers, but will be best suited to small Battle Smiths aiming to ride their Steel Defender. a focus when casting spells. Defense to boost your spell attacks and your AC. Proficiency Bonus. For a quick overview of the artificer class, see our breakdown of the dnd 5e classes. 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. Here's how to play one. 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. Welcome to Flutes' exhaustive guide for Artificer multiclassing character concepts. Adapt. document.getElementById( "ak_js_1" ).setAttribute( "value", ( new Date() ).getTime() ); Or follow us on Instagram,Twitter, Facebook, and Patreon. To the best of my knowledge, the Artificer 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. 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. and reasonably durable. Improvise. Meet Paul, our Editor-in-Chief and resident expert on all things Dungeons and Dragons. The only downside here is needing to have Alchemical Supplies in hand, which just means that you cant benefit from your own Enhanced Arcane Focus infusion. Ranged artificers will need a bit of Dexterity to fill out medium armor, but 14 Dexterity is easily achieved by any races, so Constitution is typically your best secondary increase. Repeating Shot [Attunement] 5 Not having to worry about ammunition is nice, but where this infusion shines is with the Battle Smith that can use a heavy crossbow for higher damage, or a hand crossbow with a shield for higher AC. 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. Their spell list is mainly lackluster with some real core melee caster spells sprinkled in. Weapon Master 1 Even if you have an odd Dex score, weapon proficiencies are not this valuable. 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. Thats fine for most artificers since fighting with ranged We will assume the point buy abilities suggested above, but well reverse the Aasimar 3 The +2 Cha isnt useful for you, but gaining an extra cantrip is useful for a class with an extremely restricted number of cantrips, and Healing Hands is a welcome additional amount of healing for a largely support-orientated class. failure into a success very easily. Zack Stella - Wizards of the Coast - Maverick Thopterist. weapons, as they were historically used in time periods where using a sword or The Artificer gets two skills from their class list, one type of Artisans Multiclassing is always an opportunity cost, you have to determine if taking a level of another class is worth what you will lose from the original class. 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. 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. The choose your own stats is all that saves this flying race from being a 2. Hit Points: Artificers have a d8 hit dice. The free elixir wont Fairy 3 Choose your own stats, additional spellcasting that can use your Int, and at-will flight is a fantastic package. For the subclasses that are primarily spellcasting, they have very few actual damage, buff, or control spells due to the fact that their spells are mainly meant for utility. 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. 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. something, you use Thieves Tools or a set of Artisans Tools. 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. This is a convenience ability that only gets a 5 as it is a bonus to your subclass abilities at this level. a massive improvement to your capabilities. For more advice on Magic Initiate, see my 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. Tinker is the Rock Gnomes only particularly complicated trait, but it offers a fun way to embrace the Artificers theme. 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 field is for validation purposes and should be left unchanged. Genasi, Earth 5 Have you ever wondered what the point of Blade Ward is? Genasi, Air 4 This genasi just barely scrapes a 4 by giving you spells that you may want to have prepared otherwise and Shocking Grasp, a great skirmishing cantrip, and the more niche benefits of not needing to breathe and lightning resistance. Weapon/Armor Proficiencies: Light armor, medium armor, and shields are more than most casters get. 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. 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. technological or magical gadgets is a fun novelty in a game where magic rarely Note: Explosive Cannon only detonates one cannon by RAW, your DM may rule you can destroy both. remain at range, but if you find yourself in melee a lot be sure to pad your Otherwise, this is a great choice, with Built for Success stacking with Flash of genius to ensure you never fail a saving throw again. When grabbing spells from other spellcasting classes, think about why you want that spell and how it will interact with your class features. Replicate Magic Item gives you access to ability score boosting Multiclassing in D&D is a great way to add depth to your character. The ability to say no to dropping to 0 HP potentially six times in a day makes you as hard to kill as a high-level Barbarian, just with a higher AC rather than more hit points. 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. Balefor for free! 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. class explain that this adds a Material component to all of the Artificers Flames of Phlegethos [Tiefling] 3 This spell is only really useful for Artillerists, but is tempting if you have an odd Int to round out. Dungeons and Dragons is a Trademark of Wizards of the Coast, LLC. Armorer artificers planning to go all-in on Guardian armor can 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. rest at 8. 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. Magic item Savant: One more attuned item, This is is better at 1st level, and then never catches back up to the original formula. Use that to craft more magic items for everyone. Warforged 4 +1 AC, good stats, a skill and tool of your choice, poison resistance, and Sentrys Rest? This is only a 4 as the damage reduction formula is relatively minor, Dextrous Feet is an odd ribbon, and theres nothing else compelling here. The advice offered below is based on the current State of the Character Optimization Meta as of when the article was last updated. 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. shuffle where you apply all of your infusions, and pick magic items from a The interesting part is the arms, allowing you to wear a shield, whilst also carrying or wielding pretty much whatever you want. This build doesnt require feats. Another unique aspect of their spellcasting ability is that Artificers are required to hold their. Its advised to carry a weapon, such as a dagger or a shortsword, in case a monster gets within five feet of you unless you have the Crossbow Expert or Gunner feat (the latter is preferable for this Artificer). 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. Durable 1 Only an interesting choice for games with a high level of difficulty or variant resting rules. A two-level dip into Fighter will get Artificers heavy armor and a fighting style. The same goes for leveled spells, with options like Bless and Shield of Faith being great for you. 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. Bard 2 This class should only be chosen as a dip if you are looking to become more of a skill monkey and dont mind the two level investment to get Jack of All Trades, or the three levels needed to get Expertise. Wizard/Artificer builds are better when Wizards are dipping into the Artificer class rather than the other way around. Your email address will not be published. The artificer gains four subclass features at 3rd, 5th, 9th, and 15th level. takes those forms. Grab empty vials at a shop, fill two per day with acid from the jug, start building inventory and catapult the acid vials (Some DM discretion, but narrative sense the catapult throws the vial which breaks, spilling the contents and doing both the acid damage and the catapult damage. And if he stays alive he can heal you especially if he is a life cleric. spells with items in both of their hands. Armor 5 Medium armor and a shield will give you a great base AC, and you have the option of pushing it sky high with infusions. Quick-Start Guide: Gnomish Artificer. That said, they get a varied list of utility, healing, and buff spells that can make them effective in a wide variety of circumstances. Hippo Build helps compensate for your low Strength, but is largely a ribbon for you. 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. Artificers were first introduced in the sourcebook Eberron: Rising from the Last War and were reprinted in Tashas Cauldron of Everything. First introduced in Eberron: Rising from the Last War, Artificers use technology . We will review each infusion option later in the guide. Kalashtar 1 Awful stats and very niche abilities make this a hard pass, the advantage on Wisdom saves likely wont come up often until late Tier 2 greatly reducing its appeal, this is a roleplay choice only. save can easily turn a failed save or check into a successful one, and using You also notably dont need to provide components, so you can use spells This is a great opportunity to load up on utility cantrips and 1st level spells. 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