D&D 5e: Aasimar Artificer Guide
D&D 5e: Aasimar Artificer Guide
Seldom do we imagine the mechanical mixing with the magical, although admittedly it has become more popular in recent years. However, when magic is common, I find we seldom imagine the mixing of the divine and the mechanical. That is not the case in D&D however, a setting where Gond is the god of invention and his symbol is an ever-turning gear. It shouldn’t be a surprise then that there would also be aasimar artificers, the aasimar are born of celestial plans and placed into the world to make a difference on the material plane when the gods feel the need to get involved with the affairs of mortals.
The Aasimar Race can be found in Volo’s Guide to Monsters. Click here to pick up your own copy of Volo’s Guide to Monsters!
The Artificer class can be found in either Eberron: Rising from the Last War OR Tasha’s Cauldron of Everything. Click here to pick up your copy of Eberron: Rising from the Last War OR click here to pick up your own copy of Tasha’s Cauldron of Everything!
How to Make an Aasimar Artificer
As an artificer, you’re going to want intelligence to be your primary stat, as it powers your spells and class abilities. Before we go into what you want next, your type of Artificer Specialist should be considered. Armorers have access to heavy armor without the strength requirement and can use their intelligence for both powerful ranged and melee attacks. This is great because most casters and half-casters usually still require dexterity for their armor class and ranged attacks. If you’re choosing this specialty, you can prioritize strength and dexterity last, but do note they’re still important for checks, saves, and initiative. If you choose Armorer, then prioritize constitution second for your health and concentration saves, if not, then prioritize dexterity second and constitution third. Wisdom would be next and strength and charisma would be last.
Remember, we’re looking at what makes an aasimar artificer special as opposed to other artificers. You begin with a natural charisma bonus that we won’t really be using, but your sub-race choice will grant you either strength, wisdom, or constitution. Scourge Aasimar grants a constitution bonus, which is most useful to us, and the flavor of which works wonderfully for the more frontline artificers such as Armorer or Battle Smith. If you’ve chosen Alchemist or Artillerist, constitution is still nice but you’re less likely to use the frontline Radiant Consumption of the Scourge Aasimar and might prefer the Radiant Soul flight powers of the Protector Aasimar, even with the wisdom bonus instead.
How to Play an Aasimar Artificer
In the case of the Armorer artificer mentioned above, few things are as satisfying as walking right into the thick of the fight, watching enemies fail to hit you, or do little damage if they do, then replying “my turn” before you lay into them.
Artificers may fit this role well as half-casters, but remember that you’re still vulnerable to many spell saving throw effects as your proficiencies are only in constitution and intelligence saves. It is for this reason that I advise ALL artificers at least take the Absorb Elements spell. Its offensive power is laughable, but it’s a good reaction option that can half the damage of any elemental spell that hits you once per round, and that is a delightful trick to have up your sleeve.
Battle Smiths will want to position themselves where they can work with their Steel Defender to control enemy movements.
Alchemists are best positioned wherever they can reach most of their allies, ranking as the least offensive artificer subclass.
Artillerists will want to be using their eldritch cannon in most fights to keep enemies busy and blast away at them while they look for an opportunity to drop one of their big area of effect spells on the battlefield.
How to Roleplay as an Aasimar Artificer
Wizards are often seen as the smart ones when it comes to esoteric knowledge, being a rare intelligence-based caster, but so are artificers, just in a different way and with the added bonus of being able to claim that they know about mechanics.
This doesn’t mean you have to play your character as a mad-scientist type, though the option remains available. You might find it more productive to think of your character as particularly inventive. As an aasimar, consider how that inventive nature aids their mission in the world.
Consider the roles artificers might have in society, was your character part of an army, or a large organization? Have they been in any important wars or battles? What was the most defining moment of their career? Think of ways that your talents might have gotten you recognized, and what those pre-adventuring days might have taught you.