D&D 5e: Artificer class guide

D&D 5e: Artificer class guide

 

Looking to be an Artificer, eh? Ready to be an inventor that makes magic items to heal or kill? Look no further than this class guide. We’ll provide information over which ability scores you need, races that will help an Artificer as well as information over the class, feats, weapons, and armor. There are things to keep in mind.
This class is a little different than the others since it relies heavily on being proficient in tools. These tools are then used to make inventions that help in combat. You’re a spellcaster and this class automatically gives you ritual casting but it must be prepared. As an Artificer, you’ll also be able to make magic items as well called Infusions (but more on this later). 

Lastly, this class guide isn’t meant to be the know all be all. This is meant to help you start out as an Artificer. So, without further adieu, let’s get started.

Epic

Good

Meh

Bad

Ability Scores

STR dump

DEX You can have DEX as your second highest. If you’re playing as an Alchemist or Artillerist, this needs to be the second highest.

CON Or you can have CON has your second highest. If you’re playing an Armorer or Battlesmith, you’ll need this to be second highest.

INT    This must be your highest as your spellcasting depends on this.

WIS dump

CHA dump

Races

Aarakocra – DEX Boost and WIS boost, decent for Alchemist/ Artillerist but WIS isn’t needed.

 

Aasimar this will boost your CHAR score. 

Protector: Nothing good for Artificer. 

Scourge Gives you a boost CON. Armorer and Battlesmith use this stat.

-Fallen: Nothing good for Artificer. 

 

Bugbear STR and CON. Armorer and Battlesmith use CON stat. 

 

Centaur Nothing good for Artifier. 

 

Changeling Nothing good for Artifier.

 

Dragonborn Nothing good for Artificer. 

 

Dwarf Boost to CON.

Hill: Nothing good for Artifier

Mountain: Nothing good for Artifier

Duergar: Nothing good for Artifier

 

Elf DEX boost. Good for Artillerist and Alchemist. 

Drow Nothing good for Artifier

Eladrin  Nothing good for Artifier

High INT +1. This is good for Armorer, Battlesmith, Artillerist, and Alchemist. 

Wood: Nothing good for Artifier.

Sea Elf: CON boost. Good for Armorer and Battlesmith.

Shadar-kai: CON boost; Good for Armorer and Battlesmith.

 

Firbolg: Nothing good for Artifier.

 

Genasi Boost to CHAR.

Air Dex boost; Good for Artillerist and Alchemist. 

Earth Con boost.Good for Armorer and Battlesmith.

Fire Nothing good for Artificer. 

Water: DEX boost; Good for Artillerist and Alchemist. 

 

Gith Gives you boost to INT

Githyanki Nothing good for Artifier.

Githzerai Nothing good for Artifier.

 

Gnome INT boost.

Deep DEX boost; Good for Artillerist and Alchemist. 

Forest DEX boost; Good for Artillerist and Alchemist. 

Rock CON boost. Good for Armorer and Battlesmith.

 

Goblin DEX and CON. You can use this race for all four subclasses.

 

Goliath: Gives you CON, but you don’t need the STR. This is an okay choice for Armorer and Battlesmith.

 

Half-Elf CHAR +2 and you get a +1 to two other ability scores. While CHAR isn’t needed, you can use the +1 on the stats you do want.

 

Half-Orc STR and CON. More STR than CON. This is an okay choice for Armorer and Battlesmith.

 

Halfling This race gives you a DEX boost.

Lightfoot Nothing good for Artifier.

Stout CON boost. Good choice for Armorer and Battlesmith.

 

Hobgoblin CON and INT. This is  a great choice for an Armorer and Battlesmith.

 

Human +1 to all stats.

 

Kalashtar Nothing good for Artifier.

 

Kenku: DEX and WIS. Don’t need WIS but DEX is good to have. Good for Artillerist and Alchemist.

 

Kobold DEX and -2 to STR. Good for Artillerist and Alchemist.

 

Leonin CON and STR. More CON than STR. Good choice for Armorer and Battlesmith.

 

Lizardfolk CON +2 and WIS +1. Wisdom isn’t needed. Good choice for Armorer and Battlesmith.

 

Loxodon CON and WIS, don’t really need the wisdom. Good choice for Armorer and Battlesmith.

 

Minotaur STR and CON. More STR than CON. Not really worth it. An okay choice for an Armorer and Battlesmith.

 

Orc Nothing good for Artifier.

 

Satyr CHAR and DEX. More CHAR than DEX.  Decent choice for an Artillerist and Alchemist.

 

Shifter

Beasthide: CON +2 and STR gets a +1. 

Longtooth: Your STR gets a +2 and your DEX gets a +1. Decent choice for an Artillerist and Alchemist.

 

-Swiftstride: DEX increases by 2 and CHAR gets a +1. Decent choice for an Artillerist and Alchemist.

 

Wildhunt: DEX gets a +1 and WIS increases by 2. Decent choice for an Artillerist and Alchemist.

 

Simic Hybrid CON +2 and +1 to another stat. Good for Armorer and Battlesmith.

 

Tabaxi DEX and CHAR. Good choice for an Artillerist and Alchemist.

 

Triton CON, STR, and CHAR boost. This is an okay choice for Armorer and Battlesmith.

 

Tiefling INT and CHAR boost. 

Asmodeus INT and CHAR. Good for all four subclasses. 

Baalzebul CHAR and INT boost. Good for all four subclasses. 

Dispatcher CHAR and DEX. Good choice for an Artillerist and Alchemist.

Fierna Nothing good for Artifier.

Glasya Nothing good for Artifier.

Levistus CHAR and CON. More CHAR than CON.

Mammon CHAR and INT. Good for all four subclasses. 

Mephistopheles CHAR and INT. Good for all four subclasses. 

Zariel Nothing good for Artifier.

Feral INT and DEX. Good choice for an Artillerist and Alchemist.

 

Tortle Nothing good for Artifier.

 

Warforged CON and +1 to another stat. Good for playing as an Armorer and Battlesmith.

 

Yuan-Ti Pureblood CHAR and INT. More CHAR than INT. Decent choice for all four subclasses.

Class Features

Hit points: 1d8

Armor: light armor, medium armor, shields

Weapons: simple weapons

Tools: thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice

 

Magic Tinkering – You can make a Tiny non-magic item, magical. 

Spellcasting – Gives you the ability to cast spells through objects. Tools are required for this.

Ritual Casting – You can cast class spells as  ritual if the spell has the ritual tag. You must have the spell prepared. 

Infuse Item – Your bread and butter. This ability lets you create magic items. For example, if you wanted a cloak of protection, you’ll need the base item for it. In this case, it would be a cloak. 

The Right Tool For The Job – You can create one set of artisan’s tools that you need to create an item. 

Tool Expertise – Proficiency bonus is double for any ability check that yourses your proficiency with a tool. Less chance of failing.

Flash of Genius – You can add your INT modifier to yours or someone else’s roll when they make an ability check or saving throw using a reaction.

Magic Item Adept – Your attunement slots go up to four. Making common or uncommon magic items takes half the time and half the cost.

Spell-Storing Item -This ability lets you store a spell in an object. It can be a 1st or 2nd level spell with one action to cast.

Magic Item Savant – You can attune to five magic items now and ignore all requirements to attune to an item.

Magic Item Master – You can attune to six magic items.

Soul of Artifice – You gain +1 to saving throws depending on the number of items you have attuned. If you drop to zero but aren’t killed, you can end an artificer infusion to drop to 1 hit point instead. 

Subclasses

Armorer – This subclass is CON based. Think Iron Man. The armor itself provides you the ability to cast spells and protect yourself. Melee based. 

Battlesmith – This subclass is CON based. You’re a tank that uses a pet. 

Artillerist – This subclass is DEX based. This subclass is damage focused. Damage is your middle name.

Alchemist – This subclass is DEX based. You use elixirs to heal and do damage to enemies. This focuses on utility and support.

Skills

Acrobatics DEX based. Parkour and wiggling out of things. 

Animal Handling WIS based. Not really needed.

Arcana INT based. You know your magic. 

Athletics STR based. 

Deception CHAR based. Leave this to the face of the group.

History INT base. This skill is rarely used. 

Insight WIS based. Judge of character skill.

Intimidation CHAR/STR based. 

Investigation Used a lot. INT based.

Medicine WIS based. This skill isn’t used a lot.

Nature INT based. This skill could be hit or miss. Situational.

Perception WIS. 

Performance CHAR based. Leave this to the face of the group.

Persuasion CHAR based. Leave this to the face of the group.

Religion INT based. This skill isn’t used very often.

Sleight of Hand DEX based. 

Stealth May or may not be good in this DEX based skill. Depends on armor.

Survival WIS based.
 

Top 3 Backgrounds

Guild Artisan – gives you an extra language and proficiency in one type of artisan’s tools

Folk Hero – you get proficiency in one type of artisan’s tools 

Clan Crafter (SCAG) – gives you dwarvish as a language or another one if you already know it and proficiency in one type of artisan’s tools

Top 3 Weapons

I would recommend a light crossbow since Repeating Shot, one of the infusions you can choose, gives you +1 to attack when making a ranged attack and it ignores reloading property if it has one.

A mace isn’t bad to have either. Gives you a d6 of damage in case you have to get up close and personal. 

However, you do have spells. Damage will mostly be done through them. 

Armor

Scale mail and studded leather armor are good choices to start with. Since you also get infusions, you can grant +1 to your armor class. 

Top 5 Feats

Tough – gives you extra hit points

War Caster – gives you advantage on Con saves

Spell Sniper – doubles your range attacks

Resilient – +1 to an ability and gain proficiency in that ability 

Keen Mind – Gives you +1 to INT

Multiclass options

  As an Artificer you can multiclass as a wizard. Your INT needs to be at least 13. However, I would instead recommend to play as a full Artificer if only to get all the infusions and subclass features as you progress in levels. 

Build example

 

Sage Gamers

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