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). Artificer Infusions: Only one infusion is opened up at 14th level, and its quite a good one. 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. Combine this with Perception proficiency, necrotic resistance, Fey Ancestry, and the new and improved Trance and you have a powerhouse of an option. Spell-Refueling Ring [6th level, Attunement] 4 This is essentially a Pearl of Power in ring form, this can give your fullcasting allies a lot of extra power for a few levels, but will be more relevant to you for longer due to your slower spell slot progression. The other bit is that the Arcane Propulsion Armor infusion (available at level 14) isnt mentioned or covered. This easily carries the race to a 5, even with the bonus damage being reduced to only your proficiency bonus instead of your level, however, each transformation will be reviewed below as if it was a subrace: Bugbear 4 Advantage against the charmed condition might come in handy, Stealth is excellent, and Battle Smiths and Guardians will appreciate the extra melee range. After reading this handbook, I encourage you to read our Artificer Races Breakdown, Artificer Subclasses Breakdown and my Artificer Spells Breakdown. able to afford the tools related to your subclass. Aasimar 5 Healing Hands is now better in earlier levels, although weaker overall and more unpredictable the healing is welcome. to perform magic. The artificer gains four subclass features at 3rd, 5th, 9th, and 15th level. ThisisaStapleBuild. Thisbuildissimple,andreliesonoptionsfromtheSRDandtheBasicRuleswhereverpossible. Rogue 4 Like the Fighter you should qualify for this multiclass without having to build the prerequisite into your stats. Further, lash together or put into a mesh bag up to 5 vials doing 3d8 bludgeoning and 10d6 acid damage. Triton 4 Theres enough here with the Int-based spellcasting, cold resistance, and situational swim speed to justify this being a 4.Yuan-ti 4 The nerfed Magic Resistance and Poison Resilience are still worthwhile but means that gaining flexible stats doesnt open the gap between this version and the original you might expect. Fighting Initiate 4 There are so many Fighting Styles that there are likely multiple options that would be beneficial to your character. Intelligence saves arent very common, but theyre usually very bad news to fail when they do come up. combat. Thanks to the core rules for spell components, this means that you can 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. You can already cast Artificer spells as a ritual if they have the tag, so use this as an opportunity to grab utility spells the Artificer list lacks, maybe even a familiar if you want one. 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. Tortle 3 An exception to the standard playstyle for an Artificer, the Tortle allows you to maintain a higher AC with an enchanted shield, but without the disadvantage that comes from using half plate. reliably be something that you can count on, but you can turn spells If you got out of mental breath reading that list, rest assured I did writing it, theres just so much generic greatness to this race, including the option to be small to ride your Steel Defender, that it makes a compelling option for any Artificer. shuffle where you apply all of your infusions, and pick magic items from a Weapon/Armor Proficiencies: Light armor, medium armor, and shields are more than most casters get. subclass for free, and trade them out for other tools when you need them. Protective Magic is best used for spells like Aid, Pass without Trace, or Warding Bond. Spell-Storing Item 5 This feature essentially lets you turn a 1st or 2nd level spell into almost a cantrip for you, with stand-out options including Cure Wounds for a huge amount of healing, Web for a great control option, and Invisibility so the entire party can sneak into a location. proficiency bonus with all five of your tool proficiencies. The same goes for leveled spells, with options like Bless and Shield of Faith being great for you. This Artificer focuses on potions, possets, and poultices with their offense provided through acid, fire, necrotic, and poison damage. A niche feat, if the damage boost could be used more frequently, at least once per short rest, this might have made a 3. The artificer guide 5e hit points reach up till d8 and have medium armour. Assuming youre not exceedingly unlucky, that is. 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. Halfling 4 Dex is useful for you, with the Luck and Brave features being strong enough to overcome the slower movement speed and downsides of being small. Recommended Patrons are The Celestial for some additional ranged healing that wont interfere with your spellcasting, and The Genie for an additional bit of damage added to your attack rolls and an extradimensional space to rest and store your projects in. Half-Elf 5 An excellent choice for a face Artificer with a +2 Cha and to +1s you can assign to Int and either Dex or Con, Fey Ancestry is a nice defense, and two skills of your choice is fantastic. Guild Artisan. determining spell slots instead of rounding them down like every other class 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. you up to 19 AC, giving you nearly as much AC as a fighter in full However, there is already a heavy crossover between your spell list and what is available through the feat, and the ability to use your infusions as a focus largely negates the focus benefit of this feat. suffice if you need more precise control than letting another player use it) For example, you may want to invest in a higher Con score for the Guardian model, whilst you may want to find a source of Expertise in Stealth for the Infiltrator model. Con being the spellcasting stat for this feat means that if you do take it, you should choose a spell that doesnt require it, like Shield. A really good but not quite great mechanical option for an Artificer, however, there is a certain charm to a construct making other constructs. With a duration of an hour, its reasonable to expect to have your cannon already summoned most of the time, but to ensure that it is available for all combats you will likely need to invest some spell slots. Jump is also there, so, theres that. This class is most appealing for those looking for Expertise on certain ability checks and a bit of a damage boost for Infiltrators and some Battle Smiths. failure into a success very easily. Defense and/or Enhanced Weapon. You also get three tool 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. spell slot just in time to get an expanded spell list, including the The Protective Wings part of the feat is excellent for tanks and Artificers in general, allowing you to protect allies or increase your already high AC. The most important thing you can get from your race is an Intelligence increase. If you have allies to defend you, consider sharing Enhanced Plasmoid 3 The stats and resistances are nice, but needing to remove all of your infused goodies to use Amorphous is pretty deal-breaking, with Shape Self a flavorful ribbon, but little more. Goblin 3 No Int bonus but useful stats nonetheless, Nimble Escape will often clash with your available bonus actions but is a nice option to have. 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. Also Warding Bond and Heroism is not a bad combo even though you are not a d10 class. The 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. of micromanagement of your character. The Artillerist Artificer is all about pulling out a cannon to fire broadsides at your foes on the battlefield. that will make good use of your 2nd-level spell slots. Arcane Propulsion Armor [14th level, Attunement] 1 The concept of this is cool, anyone can be Iron Man! who performs magic by binding it to items and who crafted all sorts of free elixirs are still not reliably useful. 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. Combining Demoralizing Strike with Precise Strike from the Squire of Solamnia feat would result in a meaningful nova attack, which the Artificer class can otherwise struggle to muster without multiclassing. Radiant Weapon [6th level, Attunement] 5 A +1 weapon that doubles (neigh, triples!) You can find everything you need to play one of these inventors in the next few sections. You have plenty of options for infusions. Tool Proficiency 5 Besides the thematic support of an Alchemist needing to know how to use their own tools, theres the bonus of being able to craft items including acid and alchemists fire (XGtE rules on tool proficiencies) to hurl at your enemies with the Catapult spell. and you can ignore class/race/spell/level requirements on magic items. that of the Artificer. Wizard. Linguist 1 This is an incredibly niche feat only for roleplaying reasons or very language-specific campaigns. However, being able to use the long range of the firearm without disadvantage and the damage bump from Astral Spark can come in handy, even if said damage bump is very small. Many factors come into this decision, with the main factor being how long your campaign will run and, ultimately, what level you will be playing until. Gnomes Tinker trait. Errata document The damage for the Lightning Launcher isnt particularly high, but it is enough to keep you competitive and is compatible with options like the Sharpshooter feat and Archery Fighting Style. Zack Stella - Wizards of the Coast - Maverick Thopterist. Magic Item Savant: More attunement slots to keep Infusions viable. 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. 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