The Artificer: DnD 5e Class Guide (Updated May 2024)
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With the battle still raging, Elysia quickly activated the arcane device strapped to her wrist, sending an icy blast of glowing blue energy into the charging ogre. With no time to spare, the wiry gnome artificer threw a shimmering steel orb at her feet, the object humming to life and surrounding her with a translucent green forcefield. It was then that Steelfang, her faithful mechanical hound, bounded into the fray, gears whirring as he leaped for the ogre’s throat.
Table of Contents
- What is an Artificer in DnD 5e?
- What is an Artificer’s primary ability score?
- What is an Artificer’s hit die and hit points?
- What are Artificers proficient in?
- What equipment do Artificers start with?
- What unique features do Artificers have?
- How does Articifier spellcasting work?
- What are the Artificer subclasses?
- What species are best for Artificers?
- How do you roleplay an Artificer?
- What DnD 5e sourcebooks do Artificers appear in?
What is an Artificer in DnD 5e?
Among the various DnD 5e classes, the Artificer stands out as a unique blend of inventor and magic-user, with the ability to infuse technology with arcane power. Experts in tinkering and engineering, Artificers use a variety of tools to channel their magic and are masters of alchemy, crafting and mechanical contraptions.
Artificer’s are somewhat unusual in DnD 5e, in that they have more of a clockwork/steampunk aesthetic that often doesn’t appear in the otherwise traditional medieval fantasy environments of many campaigns worlds. Additionally, they are capable of using firearms and explosives (something which is also rare for DnD). They also tend to differ from traditional magic users in that their spell progression is slower and more reliant on using specific objects, although they can call upon a number of powerful offensive and defensive spells.
Below is the Artificer class table, which breaks out features, spell slots, proficiency bonuses and infusions.
The Artificer | Spell Slots per Spell Level | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Level | Proficiency Bonus | Features | Infusions Known | Infused Items | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | |
1st | +2 | Magical Tinkering, Spellcasting | – | – | 2 | 2 | – | – | – | – | |
2nd | +2 | Infuse Item | 4 | 2 | 2 | 2 | – | – | – | – | |
3rd | +2 | Artificer Specialist, The Right Tool for the Job | 4 | 2 | 2 | 3 | – | – | – | – | |
4th | +2 | Ability Score Improvement | 4 | 2 | 2 | 3 | – | – | – | – | |
5th | +3 | Artificer Specialist feature | 4 | 2 | 2 | 4 | 2 | – | – | – | |
6th | +3 | Tool Expertise | 6 | 3 | 2 | 4 | 2 | – | – | – | |
7th | +3 | Flash of Genius | 6 | 3 | 2 | 4 | 3 | – | – | – | |
8th | +3 | Ability Score Improvement | 6 | 3 | 2 | 4 | 3 | – | – | – | |
9th | +4 | Artificer Specialist feature | 6 | 3 | 2 | 4 | 3 | 2 | – | – | |
10th | +4 | Magic Item Adept | 8 | 4 | 3 | 4 | 3 | 2 | – | – | |
11th | +4 | Spell-Storing Item | 8 | 4 | 3 | 4 | 3 | 3 | – | – | |
12th | +4 | Ability Score Improvement | 8 | 4 | 3 | 4 | 3 | 3 | – | – | |
13th | +5 | – | 8 | 4 | 3 | 4 | 3 | 3 | 1 | – | |
14th | +5 | Magic Item Savant | 10 | 5 | 4 | 4 | 3 | 3 | 1 | – | |
15th | +5 | Artificer Specialist feature | 10 | 5 | 4 | 4 | 3 | 3 | 2 | – | |
16th | +5 | Ability Score Improvement | 10 | 5 | 4 | 4 | 3 | 3 | 2 | – | |
17th | +6 | – | 10 | 5 | 4 | 4 | 3 | 3 | 3 | 1 | |
18th | +6 | Magic Item Master | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 1 | |
19th | +6 | Ability Score Improvement | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 | |
20th | +6 | Soul of Artifice | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
What is an Artificer’s Primary Ability Score?
Intelligence is an Artificer’s primary ability score. Your character must have an Intelligence of 13 or higher to play an Artificer or to multiclass as one. This reflects an Artificer’s focus on crafting, spellcasting and mastery of mechanical technology.
The higher your Intelligence score, the more adept you are at creating magical items and conjuring up more powerful spells. This is particularly important at higher levels as it directly influences spell attacks and saving throws, as well as certain special abilities.
Notably, Artificer’s also gain a saving throw proficiency in Constitution, so you should consider going with a relatively high score for this stat as well.
What is an Artificer’s Hit Die and Hit Points?
Artificers have 1D8 hit dice per level. This mean at 1st Level your Artificer’s hit points will be 8 + your Constitution modifier. Each level you advance you from Level 2 onwards, you gain an additional 1D8 (or an average of 5) Hit Points, plus your Constitution modifier.
This Hit Dice makes Artificers more robust than Wizards and Sorcerers (who have a D6 Hit Dice) but less resilient than DnD 5e Fighters (who have a D10 Hit Dice). You should definitely be mindful of this fact when creating your character and engaging in combat, particularly at close and melee range.
What are Artificers Proficient In?
Artificers have a unique set of proficiencies that reflect their technological and magical expertise:
- Armor: Light armor, medium armor, shields.
- Weapons: Simple weapons.
- Tools: Thieves’ tools, tinker’s tools, plus one type of artisan’s tools of your choice.
- Saving Throws: Constitution, Intelligence.
- Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception or Sleight of Hand.
What Equipment Do Artificers Start With?
As a Level 1 Artificer, you begin your adventures with the following equipment:
- A weapon of your choice (simple or crossbow)
- A shield
- Leather armor
- Thieves’ tools and tinker’s tools
- An artisan’s tool set (your choice)
- A dungeoneer’s pack or an explorer’s pack
What Unique Features Do Artificers Have?
Artificers are equipped with a host of unique abilities that enhance your role as a magical inventor:
- Magical Tinkering: At 1st level, you can touch a tiny nonmagical object and imbue it with one of several magical properties, such as emitting light, recording sound or sending a static visual effect.
- Infuse Items: Starting at 2nd level, Artificers can imbue mundane items with magical abilities, creating a range of magical effects from enhancing armor and weapons to crafting items that replicate spell effects. 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. You are also limited in the number of infusions you can create at one time (see the Artificer Class table above).
- The Right Tool for the Right Job: At 3rd level, you can create a set of artisan’s tools in an hour which are perfect for immediate needs or specialized tasks.
- Tool Expertise: At 6th level, you double your proficiency bonus for any ability check your make with a tool.
- Flash of Genius: Starting at 7th level, you can use your reaction to add your Intelligence modifier to yourself or an ally’s ability check or saving throw, reflecting your quick thinking and expertise.
How does Artificer Spellcasting Work?
As an Artificer, you channel your magic through objects. This makes it appear as though you are producing incredible inventions and magical items, when in reality you are simply casting spells in a non-conventional way. For this reason, to cast spells, you must have a set of tools to use as a spellcasting focus. This can be either a set of thieves tools or artisan tools and you must be proficient in their use. 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.
Intelligence is an Artificer’s primary spellcasting ability as follows:
- Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
- Spell attack modifier = your proficiency bonus + your Intelligence modifier
Artificers are officially half-casters (meaning their spell list progression moves at half the speed of Wizards, Sorcerers, Bards, Druids and Clerics). You are also only able to access specific Artificer Spells.
What are the Artificer Subclasses?
In the current version of DnD 5e, Artificers have four subclasses (known as “Specialists”) that provide unique abilities and thematic roleplaying elements. You choose your Specialist subclass at Level 3. They are as follows:
- Alchemist: You specialize in experimental potion-making, using your alchemical mastery to craft powerful elixirs. These potions can heal, bolster defenses or provide various enhancements to you and your allies.
- Armorer: You channel your expertise into crafting magical armor, transforming it into a powerful exosuit. This suit enhances your combat abilities, offers exceptional protection and can be customized with various magical effects to suit different combat roles.
- Artillerist: You focus on crafting and using magical cannons and other artillery. By summoning arcane turrets, you can deal significant damage from a distance or provide defensive support to your allies, making you effective in both offensive and defensive strategies.
- Battle Smith: You forge a strong bond with a clockwork animal construct that you create and command in battle. Along with some minor combat abilities, you also gain the ability to repair and reinforce both your construct and other equipment.
What Species are Best for Artificers?
While any species can be an Artificer, in general ones that offer boosts to Intelligence or Constitution are typically seen as the best options. This includes:
- Gnomes: Natural inventors and tinkerers, gnomes are an excellent fit for the Artificer class. Their affinity for technology, innate magic, and +2 Intelligence bonus all are incredibly useful for this class.
- Humans: Versatile and adaptable, humans are suitable for any class, including the Artificer. Their flexibility allows them to excel in various aspects of the class, whether it be crafting or combat.
- Warforged: As living constructs, Warforged are uniquely suited to the Artificer class. Their innate understanding of machinery and thematic link as magically powered machines, also offers unique roleplaying potential.
- Elf: Elves possess a blend of human adaptability and elven grace, making them well-suited for the Artificer class. Their natural charisma can aid them in social interactions, while their elven heritage grants them keen senses and an affinity for magic.
How Do You Roleplay an Artificer?
Roleplaying an artificer involves embracing the persona of a both an engineer and a mage. While you should always consider your character’s background, goals and relationship to your class here are a few Artificer roleplaying archetypes to get you started.
- Mad Scientist: You’re fueled by a relentless pursuit of groundbreaking discoveries. Your methods may be unorthodox and your social skills (and perhaps even morality) may be lacking, but your brilliance knows no bounds as you push the boundaries of science and magic alike.
- Eccentric Inventor: You dance to the rhythm of your own inventions, crafting whimsical gadgets and contraptions with a touch of eccentric flair. Your workshop is a haven of creative chaos, where imagination knows no limits and every problem is just another opportunity for innovation.
- Knowledge Seeker: You’re driven by an insatiable thirst for knowledge, tirelessly pursuing ancient lore and forgotten secrets. Your inventions are fueled by the wisdom of the ages, blending ancient mysticism with cutting-edge technology design to unlock the mysteries of the universe.
- Artisan Perfectionist: You are a master of your craft, meticulously honing your skills to achieve perfection in every creation. Your workshop is a shrine to precision and craftsmanship, where every gear is polished to a shine and every invention is a testament to your dedication to excellence.
- Arcane Engineer: You weave magic and machinery together seamlessly, harnessing the power of both to craft marvels beyond imagination. Your inventions are a fusion of arcane artistry and technological innovation, pushing the limits of what’s possible in a world where magic and science collide.
What DnD 5e sourcebooks do Artificers appear in?
While the Artificer has been around since the third edition of Dungeons & Dragons and were first introduced in the Eberron setting, in DnD 5e, they were not part of the original base classes and were only added a later date. They can currently be found only in the following sourcebooks.
- Eberron: Rising from the Last War: Includes base Artificer class, plus the Alchemist, Artillerist and Battle Smith subclasses.
- Tasha’s Cauldron of Everything: Includes class rules errata, plus the Armorer subclass.
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