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D&D Multiclassing Options that Just Never Seem to Work

Players may find that some multiclassing options in fifth edition Dungeons & Dragons are far more challenging and difficult than others.

Thanks to the fifth edition of Dungeons and Dragons, players have over a dozen official classes to choose from when first building their characters. As level-up opportunities present themselves, players have the option to stick with their previously chosen class, or multiclass to gain new features and abilities. Most classes can complement each other in one way or another, but a few combinations never seem to yield good results.

While any multiclass can be strong-armed into working, some present such a stark lack of synergy that it turns into a bit of a headache for all levels of D&D players. Without the process of researching applicable feats, magic items, and compatible subclass options, these combos in their base forms don't often work well together.

Related: D&D: A New Playable Monster Book Could Be In Development

With wizards being a full-caster using their intelligence modifier and barbarians being a total melee class relying on their strength, it’s easy to see why this Dungeons and Dragons multiclass option doesn’t cooperate. Aside from the obvious, when a barbarian is raging, they are unable to cast or maintain concentration on spells, thus tossing out the wizard’s arsenal of magic. To add insult to injury, wizards have notably low hit point potential, and barbarian’s specialty is putting themselves into the heat of combat - which doesn't pair well with a D6 hit die. All-in-all, these two classes cancel one another out, meaning that any levels taken in one would be a missed opportunity for higher level class-features in the other.

Worst Multiclass Options in Dungeons & Dragons

The plate-armored, heavy-hitting, DPS style paladin class lies on the opposite end of the spectrum from the swift, light, and unarmored monk. While paladins rely on their strength and charisma for their highest stats, monks are encouraged by The Player’s Handbook to put stock into their wisdom and dexterity. With no overlap between key stats, one of the essential parts of either class will need to be dumped, leaving players lacking in important areas, be it the paladin’s charisma-based spellcasting, or the monk’s wisdom-based ki points. Additionally, D&D's trope of the paladin being a knight in shining armor with proficiency in all available armor directly flies in the face of a monk’s Martial Arts feature, which cannot be utilized while wearing any type of armor.

The artificer-monk duo is another multiclass combination that suffers from the need for too many different ability scores. Arguably one of the worst class combinations, DnD Beyond states that this is simply “a mess. Really, just skip it… Nothing. There is nothing here.” Many of the features that make a monk's Ki point features useful and fun for players are gained only with level ups and subclasses, none of which benefit the artificer class in any way. A monk’s unarmored defense, martial arts, and unarmored movement will also be hurt by the artificer’s base function: Infusions, which imbue armor and artifacts with magical properties.

However, all of these classes are equally as good on their own, and can often be combined with others. In the end, though, it is all up to the player’s choice. If someone wants to don the wizard-barbarian multiclass because it suits their character, then that aligns with rule zero of Dungeons & Dragons: That the game master and players can override published game rules for any reason.

Next: D&D's Fizban's Treasury of Dragons May Buff Dragonborn Race Players

Source: DnD Beyond


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About The Author
Marley King (31 Articles Published)

Marley Snow King is a writer, actor, artist, and professional nerd from New York City. When they aren't donning their wizard hat and slaying a dragon, they are writing gaming features (and that comes with the oh-so-tedious research process of playing a copious amount of video games). They have been freelancing for a little over four years, and have worked in entertainment for nearly a decade.

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Artificer Infusions

Artificers have invented numerous magical infusions, extraordinary processes that rapidly create magic items. To many, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.

The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement. Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level.

Unless an infusion's description says otherwise, you can't learn an infusion more than once.

Arcane Propulsion Armor

Prerequisite: 14th-level artificer
Item: A suit of armor (requires attunement)

The wearer of this armor gains these benefits:

  • The wearer’s walking speed increases by 5 feet.
  • The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack’s target, then immediately returns to the wearer and reattaches.
  • The armor can’t be removed against the wearer’s will.
  • If the wearer is missing any limbs, the armor replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.

Armor of Magical Strength

Item: A suit of armor (requires attunement)

This armor has 6 charges. The wearer can expend the armor’s charges in the following ways:

  • When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
  • If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.

The armor regains 1d6 expended charges daily at dawn.

Boots of the Winding Path

Prerequisite: 6th-level artificer
 Item: A pair of boots (requires attunement)

While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

Enhanced Arcane Focus

Item: A rod, staff, or wand (requires attunement)

While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

The bonus increases to +2 when you reach 10th level in this class.

Enhanced Defense

Item: A suit of armor or a shield

A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

The bonus increases to +2 when you reach 10th level in this class.

Enhanced Weapon

Item: A simple or martial weapon

This magic weapon grants a +1 bonus to attack and damage rolls made with it.

The bonus increases to +2 when you reach 10th level in this class.

Helm of Awareness

Prerequisite: 10th-level artificer
 Item: A helmet (requires attunement)

While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.

Homunculus Servant

Item: A gem worth at least 100 gp or a dragonshard

Homunculus Servant.png

You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.

You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.

The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block.

In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide, or Search action.

The homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space.

Mind Sharpener

Item: A suit of armor or robes

The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.

Radiant Weapon

Prerequisite: 6th-level artificer
 Item: A simple or martial weapon (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.

Repeating Shot

Item: A simple or martial weapon with the ammunition property (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.

If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Replicate Magic Item

Prerequisite: See below

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a different magic item that you can make with it, picking from the Replicable Magic Items tables below. A table's title tells you the level you must be in the class to choose an item from the table.

In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making.

If you have Xanathar's Guide to Everything, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion.

Replicable Items (2nd Level Artificer)

Magic Item Attunement
Alchemy Jug No
Armblade Yes
Bag of holding No
Cap of water breathing No
Goggles of night No
Prosthetic limb Yes
Rope of climbing No
Sending stones No
Wand of magic detection No
Wand of secrets No

Replicable Items (6th Level Artificer)

Magic Item Attunement
Boots of elvenkind No
Cloak of elvenkind Yes
Cloak of the manta ray No
Eyes of charming Yes
Gloves of thievery No
Lantern of revealing No
Pipes of haunting No
Ring of water walking No
Wand sheath Yes

Replicable Magic Items (10th Level Artificer)

Magic Item Attunement
Boots of striding and springing Yes
Boots of the winterlands Yes
Braces of archery Yes
Brooch of shielding Yes
Cloak of protection Yes
Eyes of the eagle Yes
Gauntlets of ogre power Yes
Gloves of missile snaring Yes
Gloves of swimming and climbing Yes
Hat of disguise Yes
Headband of intellect Yes
Helm of telepathy Yes
Medallion of thoughts Yes
Periapt of wound closure Yes
Pipes of the sewers Yes
Quiver of Ehlonna No
Ring of Jumping Yes
Ring of mind shielding Yes
Slippers of spider climbing Yes
Ventilating lung Yes
Winged boots Yes

Replicable Items (14th Level Artificer)

Magic Item Attunement
Amulet of health Yes
Arcane propulsion arm Yes
Belt of hill giant strength Yes
Boots of levitation Yes
Boots of speed Yes
Bracers of defense Yes
Cloak of the bat Yes
Dimensional shackles No
Gem of seeing Yes
Horn of blasting No
Ring of free action Yes
Ring of protection Yes
Ring of the ram Yes

Repulsion Shield

Prerequisite: 6th-level artificer

Item: A shield (requires attunement)

A creature gains a +1 bonus to Armor Class while wielding this shield.

The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

Resistant Armor

Prerequisite: 6th-level artificer
 Item: A suit of armor (requires attunement)

While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Returning Weapon

Item: A simple or martial weapon with the thrown property

This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

Spell-Refueling Ring

Prerequisite: 6th-level artificer
 Item: A ring (requires attunement)

While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can’t be used again until the next dawn.

Sours: https://d-n-d5e.fandom.com/wiki/Artificer_Infusions
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D&D 5E Artificer Subclasses Ranked From Worst to Best

I’ve written a lot on how the various classes in 5th Edition Dungeons and Dragons compare to each other. I think it’s important for players to have accurate expectations of what their chosen class can do going into a session. Someone that picks up a monk and expects to be as powerful as the paladin will be left disappointed.

However, class is only part of what makes up a 5E character. Subclass decisions can make a huge difference on how a character plays. Starting with the artificer, I will be going through each of 5E’s classes and ranking their subclasses by power level. To help explain my rankings, there are a couple factors that I consider when comparing subclasses.

I consider 5E to be a system primarily focused on combat, so I generally weight powerful combat subclasses higher than ones that focus on social interaction or exploration. I also give more weight to subclasses that allow for a wider range of powerful builds compared to those with only a few good options. Finally, I look at how multiclassing augments a subclass. Subclasses that gain a large amount of power from multiclass dips* rank higher than subclasses that might be stronger if viewed purely by monoclass standards. With those ground rules in place, let’s take a look at how the artificer’s four subclasses stack up against each other.

4. Alchemist

An intense looking man measuring a drop of glowing liquid into a flask.

Starting out with an easy pick, we have the Alchemist subclass. I already have a fairly low opinion of the artificer, but even among the class’s supporters, this subclass is considered weak.

Level 3 – Alchemist Spells

The fact that this middling spell list is one of the subclass’s strongest features should give you an idea of its overall power level. Healing Word and its older sibling Mass Healing Word are the standout spells here, with other options arriving too late to make much of an impact.

Level 3 – Experimental Elixir

You can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir’s effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.

Creating an experimental elixir requires you to have alchemist’s supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.

When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir’s effect separately. Each elixir requires its own flask.

You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir’s effect from the Experimental Elixir table.

1Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.
2Swiftness. The drinker’s walking speed increases by 10 feet for 1 hour.
3Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
4Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
5Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
6Transformation. The drinker’s body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.

This feature is supposed to be the Cool Thing the Alchemist does, and it is incredibly weak. The first problem with this ability is its randomness. As I’ve mentioned in previous posts, random abilities are inherently weak due to an inability to plan around them. They also increase the amount of design work needed to try and make them work. Instead of a single effect to balance, now you have six.

This ability compounds randomness with a low number of uses, makes it take an action to activate, and after all of that, most of the effects are bad to middling. The strongest option available is probably the +1 AC from Resilience, but even if that could be selected every time, I still wouldn’t consider this a good feature.

Level 5 – Alchemical Savant

Whenever you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

A minor damage/healing bonus is not enough to save this subclass. Unfortunately, Alchemists don’t even have access to Magic Missile, which interacts with abilities like these to add the flat bonus to each dart.*

Level 9 – Restorative Reagents

  • Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
  • You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist’s supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

With the release of Tasha’s, temporary hit points have never been more prevalent in 5E. Many parties will have an equal or stronger* source of temporary HP. If your party doesn’t, this is a decent ability, albeit a worse protective buff than another artificer subclass we’ll be covering soon. As for casting Lesser Restoration, the spell is fairly niche. While I wouldn’t turn down five free casts of the spell, it doesn’t provide the kind of strength the Alchemist desperately needs.

Level 15 – Chemical Mastery

  • You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
  • You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist’s supplies as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.

Finally the subclass gets a decent feature, and it only took until level 15. Free damage resistances are always nice, especially the fairly common poison type. Greater Restoration and Heal are also good spells, although a single cast of each feels a bit bad when compared to what real supports are doing at this level.

With a pitiful core mechanic and weak supporting abilities, the Alchemist easily secures its last-place finish.

3. Armorer

A humanoid lion forging a sword.

Next we have the subclass that tries to fulfill the dream of magic Iron Man, the Armorer. As much as I wanted to like the Armorer, it falls into some of the design traps that plague 5E. What we’re left with is a subclass that turns the artificer into a low-damage, high-AC tank that is still relatively fragile due to its d8 hit dice.

Level 3 – Tools of the Trade

You gain proficiency with heavy armor. You also gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Access to heavy armor is great, and I’m happy to see it here. The tool proficiencies don’t add much, but as an inconsequential rider to a powerful feature, they’re fine.

Level 3 – Armorer Spells

It is a crime that Shield didn’t make its way onto this spell list. Thankfully there are still some good options here. Hypnotic Pattern, Greater Invisibility, and Wall of Force are all top-tier spells, and any Armorer will be happy to have them, even if the spells show up much later than they would on a full caster.

Level 3 – Arcane Armor

Your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith’s tools in hand.

You gain the following benefits while wearing this armor:

  • If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
  • You can use the arcane armor as a spellcasting focus for your artificer spells.
  • The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.
  • You can doff or don the armor as an action. The armor continues to be Arcane Armor until you don another suit of armor or you die.

This is a collection of decent features that pairs so closely with the next feature that I’m pretty sure Wizards only split them to break up the wall of text. Mechanically, I’d say the ability to use your armor as your spell focus is the most powerful of the bunch, as it helps free up your hands for weapons and/or shields.

Level 3 – Armor Model

You can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.

Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.

You can change the armor’s model whenever you finish a short or long rest, provided you have smith’s tools in hand.

Guardian.You design your armor to be in the front line of conflict. It has the following features:

  • Thunder Gauntlets. Each of the armor’s gauntlets counts as a simple melee weapon while you aren’t holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
  • Defensive Field. As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Infiltrator.You customize your armor for subtle undertakings. It has the following features:

  • Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
  • Powered Steps. Your walking speed increases by 5 feet.
  • Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.

The main feature of the subclass, this is where those design traps I mentioned earlier begin to show. Simply put, weapons unique to a specific class or subclass need to either work with existing boosts like Sharpshooter or Great Weapon Master, or they need to be independently as strong or stronger than those generic options.

The Armorer’s weapons fulfill neither of those requirements. Comparing Thunder Gauntlets to the common Great Weapon Master/Polearm Master combo, the artificer is outputting less damage even before the -5/+10* is applied. Even looking at builds using shields, a quarter staff and shield also outpaces the gauntlets’ damage.

The Lightning Launcher has to deal with the even stronger hand crossbow plus Crossbow Expert and Sharpshooter. One additional d6 of damage can’t make up for the extra attack crossbow users get. This means that the Armorer is being pushed to use sub-par weapons and any that do so will see their damage suffer compared to other well-made characters.

If I had to choose one of these, I’d opt for the Guardian armor. The ability to force disadvantage is a decent tanking feature, and the extra hit points provided by defensive field helps shore up the squishy artificer.

Level 5 – Extra Attack

You can attack twice, rather than once, whenever you take the Attack action on your turn.

A simple feature that is almost a requirement for any character looking to do martial things, I’m glad to see it here.

Level 9 – Armor Modifications

You learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor’s special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor’s model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.

This is easily my favorite Armorer feature. One of the problems the artificer class has is that the cool magic items it can make are almost always better used by other, stronger characters. This can put pressure on artificer players to give away all their cool stuff, leaving them with even less. This feature grants additional infusions that can only be used by the artificer, removing that dilemma. I only wish it added a few more.

Level 15 – Perfected Armor

Your Arcane Armor gains additional benefits based on its model, as shown below.

Guardian. When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force the creature to make a Strength saving throw against your spell save DC, pulling the creature up to 30 feet toward you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Infiltrator. Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.

A decent forced movement option and a minor buff to a weapon that has only fallen further behind generic options since level three. In the right situation, dragging a creature around could be quite useful, but the feature has limited uses, and it targets what is on average the strongest save in the monster manual.

The Lightning Launcher has the stronger ability, dealing extra damage and making it harder for the target to hit you, but it’s still weaker than the alternatives and seems like it’s attached to the wrong weapon. A Guardian Armorer in melee would benefit significantly more from forcing disadvantage on their target than a ranged character who will often be out of harm’s way.

All told, the Armorer has the AC to tank, but lacks the offensive abilities to give monsters a compelling reason to target it in the first place. It also suffers from low hit points and lacks proficiency in both dexterity and wisdom saves, leaving it highly vulnerable to spell-based damage and sealing its third-place spot.

2. Artillerist

An armored figure standing next to a ballista.

I admit the mental image of the Artillerist that I have is very much at odds with what Wizards has created. I imagined a techno-magic tinkerer firing their Tesla cannon to dispatch all those who stand against them. Instead, we have something much closer to Torbjorn from Overwatch, relying on a semi-autonomous turret as their main subclass feature. Thankfully, the turret is capable of some decently useful things, salvaging an otherwise unremarkable subclass.

Level 3 – Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with woodcarver’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Remember what I said about bad features being okay if they’re paired with good ones? Well, sadly, Artillerist doesn’t get heavy armor, leaving it with just the bad tool proficiencies.

Level 3 – Artillerist Spells

Ah, here’s where the Armorer’s Shield spell was hiding. Swapping the Artillerist’s Shield for the Armorer’s Magic Missile is such an obvious change that would provide some much-needed help to the artificer. Not only would Magic Missiles be thematically appropriate for the Artillerist, but it also has amazing synergy with our 5th-level feature. Unfortunately for the Artillerist, outside of Shield and Wall of Force, we’re left with damage spells acquired too late to be used at full effectiveness.

Level 3 – Eldritch Cannon

At 3rd level, you learn how to create a magical cannon. Using woodcarver’s tools or smith’s tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.

Once you create a cannon, you can’t do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can’t create one while your cannon is present.

The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.

FlamethrowerThe cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
Force BallistaMake a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
ProtectorThe cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).

As the main subclass feature, the Eldritch Cannon is significantly better than either of the prior subclasses’ primary abilities. At lower levels, the Protector turret hands out a large amount of free hit points to your party,* and at higher levels, the Flamethrower cannon does decent AOE damage thanks to our 9th- and 15th-level features. It’s unfortunate that 5E doesn’t allow players to substitute their action for a second bonus action, as activating their turret a second time is stronger than almost anything else the subclass will be doing.

Level 5 – Arcane Firearm

At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver’s tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.

You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.

I really wish this was Extra Attack. Sadly, we’re left with a minor damage boost to any spells we cast. If the subclass had access to Magic Missile as an artificer spell, this would be great, as we could apply the 1d8 to each bolt, but instead our Firebolt will have its damage increased by an average of 4.5. Woo.

Level 9 – Explosive Cannon

Starting at 9th level, every eldritch cannon you create is more destructive:

  • The cannon’s damage rolls all increase by 1d8.
  • As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.

It’s around this level that the Artillerist should consider swapping their Protector turret for one of the damage models, as Wizards has decided to slap our wrist by not allowing the support turret to scale alongside its damage-based companions. Now we can throw out 3d8 cone attacks every round as a bonus action. This damage isn’t amazing at level 9 – the artificer is pretty low damage in general – but in any fight with multiple enemies, we can hopefully line up multiple hits for some decent damage per round. The explosion feature is bad and probably not worth using.

Level 15 – Fortified Position

Starting at 15th level, you’re a master at forming well-defended emplacements using Eldritch Cannon:

  • You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
  • You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can’t create a third cannon while you have two.

Now we should definitely swap over to the Flamethrower turret, as repeatable 6d8 worth of AOE damage is a relatively good source of consistent damage. The free +2 to Armor Class and dexterity saving throws from half cover is also quite good. This is the first of the level 15 features that actually feels like its power reflects the level it’s received at.

The Artillerist is the subclass I recommend to people who are looking to be a support artificer, thanks entirely to its Protector turret. As I said in the intro, the rest of the subclass is not particularly interesting, but if your party doesn’t have an easy source of temporary hit points, the Artillerist can fill that niche. Not amazing, but worthy of second place.

1. Battle Smith

A bearded inventor with fancy tools.

In a decision that I doubt surprises many, I consider the Battle Smith to be the best artificer subclass. A much more successful realization of the frontline artificer than the Armorer, the Battle Smith has decent damage output and some mitigation to help protect themselves and their friends.

Level 3 – Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Another feature that only supplies weak tool proficiencies. Not much new to say about this, so let’s move on.

Level 3 – Battle Smith Spells

I have a theory that whoever was in control of these spell lists had it out for the Armorer. Thankfully, the frontline Battle Smith manages to retain the excellent Shield spell, and Warding Bond can be very good with the Steel Defender we cover later. Aura of Vitality is also a good option for healing outside of combat, assuming your party doesn’t already have a better option by level 9.

Level 3 – Battle Ready

  • You gain proficiency with martial weapons.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

I’m glad to see we’ve all learned something from the Hexblade. Turns out, a great way to balance the ability to cheat on your stats is to lock those abilities behind a significant level investment. What was broken on the Hexblade is still quite good for the Battle Smith, allowing them to focus entirely on their intelligence and constitution stats. Martial weapon proficiencies also help ensure that the Smith’s damage output doesn’t fall too far behind the competition.

Level 3 – Steel Defender

By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the steel defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new steel defender if you have your smith’s tools with you. If you already have a steel defender from this feature, the first one immediately perishes. The defender also perishes if you die.

Not only does the Battle Smith get to cheat on their stats, but they also get a robo dog companion. Whether it’s being used as a mount or a standalone ally, the Steel Defender provides a good bonus action outlet for the Battle Smith. It’s durable, easy to resurrect, and can impose disadvantage on people trying to murder one of its friends, an all-around good pup.

Level 5 – Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

A needed feature for a martial subclass.

Level 9 – Arcane Jolt

At 9th level, you learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:

  • The target takes an extra 2d6 force damage.
  • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.

You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

I’ve seen this ability compared to smite, but I see this more as up to five casts of Healing Word that don’t cost my bonus action. The ability to bring back a fallen party member as part of an attack is both powerful and unique, a very cool feature.

Level 15 – Improved Defender

At 15th level, your Arcane Jolt and steel defender become more powerful:

  • The extra damage and the healing of your Arcane Jolt both increase to 4d6.
  • Your steel defender gains a +2 bonus to Armor Class.
  • Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.

Sadly this ability is a bit of a letdown. By level 15, an additional seven average healing or damage means little, and increasing your Defender’s Armor Class from 15 to a mighty 17 matters even less. The consistent extra damage of what should be 1d4 + 5 at this point is probably the best part of this feature, and that’s not a good thing.

Thankfully, the rest of the subclass is enough to place it squarely at the top of the artificer pile. Covering these subclasses in detail has done little to change my opinion on the class overall, but at least I know which subclass I’d take if I were forced to play one.

I have also created a tier list for those of you that are interested.

1-5 levels.Technically, you’re only supposed to roll once and then multiply the result across each dart.I see you, Twilight cleric.Minus 5 to hit for plus 10 to damage.It’s no Twilight cleric, but what is? 

Treat your friends to an evening of dark ritual murder. In a fictional game scenario, of course.Uncover your lost memories and save the day in our stand-alone game, The Voyage.

Jump to CommentsSours: https://mythcreants.com/blog/dd-5e-artificer-subclasses-ranked-from-worst-to-best/

Eberron's Artificer class just became D&D canon. Here's why that's huge.

It’s been five years since Dungeons & Dragons introduced its groundbreaking 5th edition overhaul of the tabletop role-playing game, and Wizards of the Coast hasn’t a new character class since. But that’s about to change with the release of Eberron: Rising From the Last War, a new sourcebook out November 19. It’s time to meet the Artificer, a master of arcane invention who’s robot dogs, magic turrets, and potion grenades perfectly epitomize D&D’s new steampunk direction.

Why is now the right time for a new D&D class? According to Wizards of the Coast lead game designer Jeremy Crawford, that’s just how long it took to create something the company felt comfortable releasing into a 45-year-old game with tens of millions of players.

"The Artificer always has the right tool for the job.

“The version of the Artificer that appears in Eberron: Rising From the Last War is the culmination of several years of us offering up something to the community, seeing what the community thinks, going back into our workshop, tinkering some more, and then finally finishing,” Crawford tells Inverse. “If I were to boil down their identity, the Artificer always has the right tool for the job — or if they don’t, give them 24 hours and they’ll make it.” 

He also refers to the Artificer as “a master of using magic items.”

Artificers feel like a cross between a Wizard’s arcane versatility and the divine-inspired support utility of a Cleric or Paladin. Rather than evoke a fireball spell, an Artificer might instead concoct a potion and hurl it like a grenade. They might have a store of healing potions they can give their comrades, or perhaps they created a Steel Defender construct in their workshop (a loyal robot dog that can help deflect attacks). An Artificer can even create an Eldritch Cannon — a magical turret that can fire on enemies or buff your allies — and place it wherever they want, adding mechanical legs for mobility or crafting a handheld version. (I asked Crawford specifically, and he also confirms you can strap your turret to your own back to fire over your shoulder.)

So why has it taken this long for a new character class, especially one this awesome, to be finalized for D&D 5th edition? The answer is that if you want to tinker with magical inventions, the process takes time.

Since February 2015, Wizards of the Coast has shared new game materials for playtesting to its “Unearthed Arcana” blog. Similar to the extensive beta testing that led to the creation of 5th edition, which is often credited as the reason for D&D’s burgeoning popularity in recent years, these tests let Wizards of the Coast use its most devoted players as a resource to refine new gameplay mechanics. This practice is generally reserved for new subclasses (like the Rune Knight Fighter that debuted in Unearthed Arcana October 2019), but it’s also been a playground for Artificer’s long road to release.

The Artificer began as a subclass in response to concerns that there wasn’t enough “archetypal space inside the class for it to even be a class.” In other words: a class needs to be distinct enough to stand on its own while allowing for variation within the class. Wizard, Sorcerer, and Warlock are all arcane spellcasters, but one’s magical power comes through rigorous study, another is innate, and the third comes via a pact with some magical entity. Gameplay balance is always a top concern, and Wizards of the Coast won’t create a new class just because it sounds neat or features some gimmick.

“It isn’t enough for a class to just have some cool new game mechanic,” Crawford says. “It also needs to provide a big bundle of potential character types and stories that can bear fruit at game tables for years to come.”

For example, a Fighter class can be an archer, a burly bruiser, or a heavily armored knight, each with a distinct flair that riffs on similar abilities. Subclasses grant enough specialties and nuance that many different characters fit under the same class, so how do you justify an entirely new class that might upset the balance?

A January 2017 Unearthed Arcana article established Artificer as a distinct class with specialties in either Alchemist or Gunsmith.

“We wanted to have a range of potential character types who are all inventors and tinkerers, but are meaningfully different from each other,” Crawford says. “So that there’s rich storytelling soil inside the class itself.”

This was achieved by extrapolating Gunsmith into two radically different directions with Artillerist and Battle Smith. To oversimplify, an Artificer can be a potion-maker, hurl magical blasts with cannons, or defend allies with a magical metal dog companion.

The final version of Artificer that appears in Eberron: Rising From the Last War differs quite a bit from the last Unearthed Arcana version released in May 2019.

“People are going to see things they’ve never seen in Unearthed Arcana, and that’s typical for us,” he says. “We’ll take all of the feedback and when we make the final version, we’ll come up with something that includes some happy surprises.”

For starters, the entire Archivist specialty has been removed. Perhaps four subclasses was too overwhelming for the launch of a new class?

“One of the changes people will notice right away is that the Alchemist subclass no longer has a homunculus built into it,” Crawford says. “People wanted the Alchemist to be focused more on potion-making rather than having a homunculus.”

A homunculus is a mechanical servant that once came standard to every type of Artificer. Now, creating one is an Artificer Infusion available to any subclass. Similar to Warlock Invocations, Infusions are additional magical abilities that Artificers unlock with traditional level progression. They include something as simple as boosting the Armor Class of a party member or replicating different magical items. Unrelated, but equally as cool, at 11th level, Artificers can store spells within items that anyone can use.

That’s all well and good, but why is now the perfect time for the Artificer’s big debut? The answer has surprisingly little to do with the game itself.

Instead, it has everything to do with the setting of Eberron in this latest sourcebook. It’s a realm steeped in magic and war after the Artificers created the Warforged, a race of biomechanical robots shaped from wood, metal, and magic. It’s no accident that this dramatic overhaul to the world of D&D is coming hand-in-hand with a new class. In a way, you can’t have one without the other.

“The world of Eberron with its lightning trains and airships and Warforged and war machines — all of these things were developed and shaped by Artificers,” Crawford says.

In a world shaped equally by science and magic, there’s no better herald than the Artificer.

Eberron: Rising From the Last War is now available.

Sours: https://www.inverse.com/article/60935-d-d-artificer-eberron-rising-from-the-last-war-review

Artificer dnd beyond

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Video tutorials to get folks started:

Encounter Library overview: https://www.youtube.com/watch?v=9PjPkugkF1o

Setting up and character imports: https://youtu.be/8XRxCy9xmyE

Monsters, spells, and items: https://youtu.be/98KGHSM33U0


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Patreon supporters have access to Monster, Class, Race and Feat Importing or run your own Proxy server for Character, Spell, Item, and Monster importing if you prefer.


I strongly recommend:
* Magic Items - https://foundryvtt.com/packages/magicitems/
* Skill Customization for D&D5E - https://foundryvtt.com/packages/skill-customization-5e/ or Dynamic Active Effects - https://foundryvtt.com/packages/dae/



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Sours: https://foundryvtt.com/packages/ddb-importer/
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Artificer 5e Dnd Beyond Recipes

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2021-09-17  · Artificer 5e: Top 10 D&D Beyond Homebrew Subclasses Nerdarchy dives back into the world of D&D Beyond Homebrew subclasses for 5th Edition Dungeons and Dragon...
From youtube.com
Author Nerdarchy
Views 2.6K
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2021-07-09  · 2021-07-09  · Artificer 201: A Guide to Multiclassing. Dungeons & Dragon's artificer is a master tinkerer, creating and using magical items to enhance their …
From dndbeyond.com
Artificer Intelligence 13
Cleric Wisdom 13
Barbarian Strength 13
Author Michael Galvis
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2020-09-16  · Stick to the article to get to know more about the game companion d&d beyond Artificer. Also, get the artificer 5E pdf below. Dnd 5E Artificer Handbook . The Dnd Artificer …
From gameizmo.com
Estimated Reading Time 8 mins
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From dndbeyond.com
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From dndbeyond.com
Author James Haeck
Published 2020-11-16
Estimated Reading Time 8 mins
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2018-02-22  · 2018-04-30  · I have recently created an artificer subclass suited for a campaign set on Innistrad from Magic: The Gathering. Some bizarre and eccentric scientists use geists—the spirits of the dead—as an energy source to conduct strange experiments on living creatures and fuel crazed technological inventions. Necro-alchemists sometimes call themselves geistmages, but different …
From dndbeyond.com
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Artificer + DND Beyond. When the Artificer update (eventually) releases, will it be added as an option for character creation in DND Beyond? I've been wanting to play around with them once they release, and was wondering if DNDBeyond would support it since their character creation is just so smooth and flowing. 8 comments. share. save. hide. report. 77% Upvoted. This thread is archived. New ...
From reddit.com
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2020-05-26  · 2020-05-26  · The Eldritch cannon lasts one hour, and every bonus action, the Artificer can give multiple creatures within a radius 1d8+int temp HP. If the characters use this an hour before expected combat, twice every 6 seconds for one hour, they gain at minimum 1, at maximum 13 temporary health. Have I misread something? Or does my party get at least 600 temporary health because my 20 int artificer ...
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So, I’m making a character with the character creator tool in D&D Beyond, and I want to be a rock gnome artificer (Battle Smith if it gives me the choice), but when I try to pick the class it doesn’t show up. I’ve tried clicking all the buttons to on, but that just brings blood hunter, which I don’t want. Can anyone help me, or am I just out of luck? As always, thanks for reading and ...
From reddit.com
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2020-03-06  · Yes, the base class comes with the subclasses. All 3 subclasses are a pretty good deal, but there should be a deal for the entire ERfrLW book right now if the sale is still on.
From dndbeyond.com
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2020-03-05  · 2020-03-06  · Getting ready to build an artificer. I’ve never played as or with one in 5e so I’m curious to hear some feedback on it. I was very interested in battle smith but we already have a war cleric and a moon Druid. The other two party members haven’t picked yet. With that info, I’m guessing battle smith may be adding too much melee unless the ...
From dndbeyond.com
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2020-04-02  · Please check out my homebrew and current DMs Guild project, I would appreciate feedback:. Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms. Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one …
From dndbeyond.com
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2019-12-30  · With the Artificer now officially released (and shockingly unseating the Barbarian from its throne at the top of the D&D Beyond "Class" list), we now have our magically-infused tinkerers ready to wreak havoc upon the unsuspecting populations of the fantasy-dominated world.
From dndbeyond.com
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2020-08-23 · Human DnD 5E Race. by admin - Leave a ... but the human nation or else the culture preserves some traditions with some origins far beyond to the reach of any of the single human’s memory. They could live fully in their present–by making them well suited being for an adventuring life – but of course the plan for the sake of future, striving to leave a lasting legacy. But ...
From tfrecipes.com
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2020-05-23  · The idea of going out and finding new spell recipes, or even finding magic items and being able to strip the item of its spell and learn to develop it, seems pretty fun to me. I'm sure some will disagree, and personally I think the artificer is pretty well balanced as is. But there are some spells that would play so well into the artificer's ...
From dndbeyond.com
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2019-11-26  · 2020-12-24  · Dungeons & Dragons vs. Rick and Morty Frozen Sick Ghosts of Saltmarsh Hoard of the Dragon Queen Hunt for the Thessalhydra Icewind Dale: Rime of the Frostmaiden Infernal Machine Rebuild Locathah Rising Lost Laboratory of Kwalish Lost Mine of Phandelver Out of the Abyss Princes of the Apocalypse Rise of Tiamat Rrakkma Sleeping Dragon's Wake Storm King's Thunder …
From dndbeyond.com
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Artificer Spells for Dungeons and Dragons (D&D) Fifth Edition (5e). A comprehensive list of all official Artificer spells for Fifth Edition.
From dndbeyond.com
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Sours: https://www.tfrecipes.com/artificer-5e-dnd-beyond/

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Class Features

As an artificer, you gain the following class features.

Hit Points

Hit Dice: 1d8 per artificer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st


Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand


You start with the following equipment, in addition to the equipment granted by your background:

  • any two simple weapons
  • a light crossbow and 20 bolts
  • (a) studded leather armor or (b) scale mail
  • thieves’ tools and a dungeoneer’s pack
Optional Rule: Firearm Proficiency

The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.

Magical Tinkering

At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
  • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.


You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.

Tools Required

You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.

After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

Cantrips (0-Level Spells)

At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer can trips of your choice, as shown in the Cantrips Known column of the Artificer table.

When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

Preparing and Casting Spells

The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Infuse Item

At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.

Infusions Known

When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

Infusing an Item

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

Artificer Specialist

At 3rd level, you choose the type of specialist you are. Your choice grants you features at 5th level and again at 9th and 15th level.

AlchemistTasha's Cauldron of Everything
Eberron: Rising from the Last War
ArmorerTasha's Cauldron of Everything
ArtilleristTasha's Cauldron of Everything
Eberron: Rising from the Last War
Battle SmithTasha's Cauldron of Everything
Eberron: Rising from the Last War
The following domains are unofficial content developed by Eberron writer Keith Baker and released on the Dungeon Master's Guild
Forge AdeptExploring Eberron
MaverickExploring Eberron
Archived Unearthed Arcana
ArchivistUnearthed Arcana 58 - Artificer
ArmorerUnearthed Arcana 69 - Subclasses, Part 3

The Right Tool for the Job

At 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Ability Score Improvement

When you reach 4th level, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Tool Expertise

At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.

Flash of Genius

At 7th level, you've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Magic Item Adept

When you reach 10th level, you achieve a profound understanding of how to use and make magic items:

  • You can attune to up to four magic items at once.
  • If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Spell-Storing Item

At 11th level, you can now store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a lst- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).

While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

Magic Item Savant

At 14th level, your skill with magic items deepens more:

  • You can attune to up to five magic items at once.
  • You ignore all class, race, spell and level requirements on attuning to or using a magic item.

Magic Item Master

Starting at 18th level, you can attune up to six magic items at once.

Soul of Artifice

At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:

  • You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
  • If you're reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
Sours: http://dnd5e.wikidot.com/artificer

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