Talk to your DM about what races are allowed in your game. You can move the Constitution increase around, but increasing Constitution is still the best way to use that increase. Default Rules : Constitution and a flexible increase which goes into Intelligence. The resistances and extra AC make you incredibly durable, and if you pile on Infusions which boost your AC, you can be nearly invulnerable.
A warforged battlesmith can wade comfortably into combat alongside even the most durable fighters, boasting an exceptionally high AC, a laundry list of spells and immunities, and options like Flash of Genius and Absorb Elements to protect them from spells and special abilities.
While the design intent for Dragonmarks was that they would offer some innate spellcasting for everyone, every dragonmark includes an expanded spell list which is arguably a more significant benefit than most of the provided racial traits. Dragonmark traits replace some of your normal racial traits, as described in the entry for each Dragonmark.
Loxodon Serenity covers some very common status conditions, and trunk offers some utility for a class that often needs to juggle numerous items. Keen Smell is neat, but most such checks involve sight and sound more than smell. Default Rules : Great ability increases, and and the adaptations offer great ways to customize your character to fit your subclass and your play style. Customized Origin : Shift the Wisdom increase into Constitution, but otherwise the Vedalken was already a perfect fit for the Artificer.
Daunting Roar is neat, especially for front-line builds, but the DC is Constitution-based so you may have trouble keeping the DC high enough to matter. Magic Resistance is great if you expect to draw a lot of attention the Armorer and the Battle Smith come to mind , and Mirthful Leaps might help get through difficult terrain.
Wildemount elves share the core traits of PHB elves, but Wildemount adds two new subraces. See above for more information on other elf subraces. Wildemount halflings share the core traits of PHB halflings, but Wildemount adds a new subrace. See above for information on other halfling subraces. Lineages are applied on top of a base race. Despite selecting a base race, you do not count as a member of your race for the purposes of any other effect, such as qualifying for feats or using magic items.
With the right feat you can start with 18 Intelligence. Great for most builds, but you might prefer the Variant Human if you want to increase both Constitution and Intelligence at level one.
Ancestral Legacy gives the Dhampir ability to inherit skills and movement speeds from your actual race are tempting. Races like the Aarakocra are a great start if you want to fly and fight at range, while races like the Tabaxi are great if you want extra skills. Spider Climb is neat, but seems silly when flight is on the table and you can infuse Slippers of Spider Climbing. The ability to attack with Constitution makes the Artificer, famously able to thrive on only Intelligence, unnecessarily dependent on Constitution.
Perhaps the most redeaming trait is the ability to use Vampiric Bite to boost your Ability Checks, allowing the Artificer to further stack bonuses onto their skill and tool use. Darkvision, Eerie Token, and the ability to cast Hex add some interesting options. Ancestral Legacy allows you to inherit either skills or a movement speed, so consider races like the Aarakocra as a base race.
Combining access to Hex and access to racial flight is a tempting option for ranged artificer builds, such as the Artillerist and the Armorer in Infiltrator Armor. Instead, this section will cover the options which I think work especially well for the class, or which might be tempting but poor choices.
Racial feats are discussed in the Races section, above. Look for backgrounds which provide additional Intelligence-based skills. Instead, this section will cover feats which I think work especially well for the class or which might be tempting but poor choices.
If you want to use a shield and you should since you have d8 hit dice and fight in melee, go for a longsword or something. The Artificer is the first class to be published with reference to firearms, but firearms canonically do notexist in the Eberron setting from which the Artificer originates.
Many groups do not choose to include firearms in their games, but your group might still choose to do so. These weapons also come the closest to existing weapons mechanically, so you can include them without worrying about unbalancing your game because every adventurer suddenly has a revolver.
In both cases, the firearm uses a damage die two sizes larger, but has diminished range. The Artificer has an interesting note in its Multiclassing rules: when you multiclass as an Artificer, you round your Artificer levels up for determining spell slots instead of rounding them down like every other class with Spellcasting. If you need a functional build with nothing fancy or complicated, this is a great place to start.
Rock Gnome. The Intelligence increase brings us to 16, and the Constitution increase brings us to 16, which makes us effective with your class features and reasonably durable. Guild Artisan. The Failed Merchant out of Acquisitions Incorporated works well, and starts you with some very expensive starting equipment. At this level your options are really limited. Keep your shield out, prepare spells that will keep you alive, and just try to make it to 2nd level.
Fire Bolt will deal enough damage to make you useful in combat, and you long list of proficiencies, Tinker, and Magical Tinkering give you plenty of utility options outside of combat.
Bring Cure Wounds to help your allies in combat, but try to avoid using it until you absolutely need to do so; you only have two spell slots.
Level 2 is where the Artificer really starts to feel like they should. Third level brings a lot of good things. You get another 1st-level spell slot just in time to get an expanded spell list, including the absolutely essential Healing Word.
You can stop preparing Cure Wounds, and instead rely on Healing Word for emergency healing in combat. This level also brings Experimental Elixir. Several things improve incrementally at this level. You get access to the second group of Infusions and the second group of options for Replicate Magic Item, and you get a third Infused Item per day. The medium armour and shields are essential during combat, as the simple weapons keep you safe like a dagger.
These characters can easily use ranged spells to fight the battle, but the dnd artificer will always use its Intelligence and wisdom to defend and attack. This class has a lot to do with intellect and knowledge, but sleight of hand is a good option too. Moreover, your character will get a three tool proficiency, which will allow you to adapt yourself for the theme you are going to battle in the game. At the third level, your character specialist will give you some additional tools too.
Magical Tinkering. This feature is one of the major ones of a revised artificer. For the beginning of the spells, your character learns how to input magic into the otherwise ordinary objects. To teach this feature, one must have Tinker's tools or artisan's tools in their hand.
After that, you touch a non-magical object and make sure you grant it one of the following powers: The items emit light that stretches up to 5 feet, and at an additional 5 feet, it gets dim.
Next is whenever a creature captures that object, then it will emit a recorded message up to 10 feet that you will register at the time of bestowing powers, and it could not be longer than 6 seconds. Next up is that the object will continuously discharge your odour or any nonverbal sound like wind, waves, chirping, and others up to 10 feet. Another is you could also bestow them with a static visual effect, which displays a word text, a picture, lines, shapes, and even a combination of all the given elements.
You could only grant any one of the options above. Also, one can touch a maximum number of objects as it gets equal to the intelligence modifier, but if you cross its upper limit, then the oldest ones would end. The properties would live indefinitely, but you could also top it by your choice in the artificer build 5E.
In the above point, you have learnt how the magic works and also how to channel through different objects to make your powers work within them. Now, that is the way to cast the spell.
But to many observers, it won't look like you are casting spells but performing some wonders with various things. Tools required: This class is the one that can replace the cantrips. It is essential to have a focus while they cast a spell with either the Tinker's or the artisan's tools in the hand while using this feature.
Cantrips: You should be well versed of those tools to use it in any way. Once you reach the 2nd level, you will receive a list of infused items, out of which you could use any one of the objects as your spellcasting focus. Now, at 1st level, you get to know two cantrips from the spell list and then at higher levels you get to learn about additional ones too. Preparing and casting spells: Once you upgrade a level, then you can exchange the cantrips from the ones you know to the others.
The Artificer's spells' list displays the number of slots, which would expend for the magical infusions of the items. Now, moving forward, you must prepare a list of spells that are provided to you and then you choose out of them. You could also reset your prepared list of spells after a while by creating the newly formed record again. Infused items.
The artificer infusions 5E provide you the ability to infuse magic into items, once you reach the 2nd level. You give the mundane items with the ability to emit magical powers. You make these ordinary things into extraordinary magical items. Infusions known: Now, pick four infusions from the list given and later you will learn about the additional ones to choose after you reach a certain level. Whenever you step up the level, you can exchange the learnt artificer infusions to the new ones.
Infusing and item: Now, after a long rest, you can provide any non-magical item with your infusions and turn them into a magical one. The infusion works only on the specific type of things, as mentioned in its description box. If the object wants attunement, then you must attune to it and if you don't then allow some other player to do so.
If you're going to attune to the item later, then follow the normal process of the attunement. Also, your infusion will remain into your infused items indefinitely, but once you die, it would vanish after some time, which is equal to your Intelligence modifier. Moreover, it would also disappear if you give up your knowledge for other ones. You can infuse as many non-magical items as you want after you finish your long rest maximum number of slots in the list. It would help if you touched all your objects and all your infusions must be present in a single item at a time.
Nevertheless, no entity can bear all your infusions at a time. So, if you exceed your maximum number of infusions, then the older ones would delete, and the new ones will be infused in the optimized artificer 5E. Artifice specialist. Alchemist: This subclass adds more support and options for healing.
Armorer UA Artificer : This subclass has alchemist unearthed arcana as the source. Artillerist: This subclass will give priority to the abilities of the artificer 5th edition as a blaster and also the capacity to mobilize the canons at the time of combat.
Battle-Smith: The artificer battle-smith focuses on the fighting with weapons along with its facilitated iron defender artificer, which acts as a pet construct to help you in the battles. Now, as you don't get any free set of tools in the game except for the Thieves' tools, which is the basic set you will receive.
If you don't have gold, then it will be quite difficult for you to afford other tools, so instead, you craft the instruments with the ones available and trade them for other ones. But unfortunately, you require Tinker's tools for this trading and crafting. If you have any tool proficiencies, then you should trade them to buy this most expensive set of instruments, the Tinker's tools. Also, once you reach the 3rd level, then you might create artisan tools with the help of tinker ones in any deserted area within your 5 feet.
This production requires one hour of complete hard work without any disturbances. Though the products will be non-magical and you will lose them if you used this feature again. Before moving forward with the detailed information, get a gist with the artificer class table. For more information on the Artificer, see the Artificer Handbook. RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance.
The advice offered below is based on the current State of the Character Optimization Meta as of when the article was last updated. Keep in mind that the state of the meta periodically changes as new source materials are released and this article will be updating accordingly as time allows.
Portions of the materials used are property of Wizards of the Coast. Like any other caster class, your primary stat will be that which controls your spells. Max Int first, and your second highest should be dictated by what your primary role is going to be.
Infiltrator primaries will take this after int to help with stealth and sleight of hand, as well as filling out the breastplate cap. Co n : Guardian primaries will bump this after int. Ability scores are crucial for the Armor Artificer, but also easy to achieve. Look for some combination of Intelligence and either Dexterity and Constitution in most cases. The list of races and subraces below is intentionally reduced to those options which I think make an effective Armorer Artificer or which offer traits which are illustrative of what you should look for in other races, and it does not address the Customizing Your Origin optional rules.
These are by no means the only viable options especially with the optional rules in place , and I encourage you to explore other options not listed below. This makes the Fabricate spell you will learn later on very powerful as you can craft really anything you like with the right raw materials. Guardian mains should likely choose races with Constitution instead. Gnome PHB : Intelligence is the biggest priority, and gnomes have plenty of it.
Hobgoblins VGtM : A reasonable choice for Guardian primaries thanks to their spread and letting you get a bonus to a crucial attack to apply your debuff. Human PHB : Versatile and fantastic at everything. All lineages are inherently strong because they let you choose your ability spread regardless of other optional rules being used.
If you take a lineage on top of an existing race, you can keep many of the benefits of the original race such as proficiencies and languages. Setting-specific races are addressed below. Talk to your DM about what races are allowed in your game. As an added bonus, you can be the watch rotation at night all by yourself for optimal party protection. While the design intent for Dragonmarks was that they would offer some innate spellcasting for everyone, every dragonmark includes an expanded spell list which is arguably a more significant benefit than most of the provided racial traits.
Dragonmarks are uniquely helpful for the Artificer. Any amount of extra spellcasting can significantly improve your capabilities since your spell slots are so limited. Animal Enhancement offers several excellent options as you gain levels, and saves you the trouble of getting those effects from your limited number of spell slots. Advantage on Wisdom saves helps protect your weakest common save and Tireless Precision is the best way to take your already incredible thieves tools checks and drive them through the roof.
My Artificer Handbook details advice for artificer feats in general, but a selection of feats which many Armorers enjoy are presented below. Guardian primaries should be using cantrips for ranged attacks.
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