Depends on what level the artificer is. If they're 14th or higher, then they'd do well in any race shorter than 2 miles by infusing a pair of Boots of Speed. On the other hand, if they're 10th to 13th level then the 400 metre hurdles would be their best race as they can use a pair of Boots of Striding and Springing. Below that, you'll probably want to infuse a Ring of Water Walking and enter your artificer into any kind of freestyle swimming race.
Man, you're really shotgunning these out there, aren't ye?
Artificers are a very self-contained class. They don't rely on multiclass weirdness or factors external to themselves, and they come with most everything they want already built in. The typical artificer has little need to fish for additional proficiencies or abilities. Anything with an Intelligence boost is good, but even if your species has absolutely no synergy with the class, it will do fine.
The last thread talking about Best Races For Artificer generally came down on "anything with an Intelligence boost or more cantrips". Mark of Making human (or Variant Human with Magic Initiate), High Elf, Hobgoblin, and Warforged tended to be the big ones. The difference between any of those and anybody else is mostly quality of life and not really power. Which is nice, after so many years of "play the right species for your class or get the **** away from my table, please."
Just in general? Variant human. You can buff the two most important stats, and start the game at level 1 with magic initiate wizard for a little extra firepower.
Anything that gets racial spells. Forest gnome, high elf, whatever.
Warforged. Just for the recursive value of machines making machines.
For Armourer, Elf or Dwarf aren't a bad pick for their martial weapon proficiencies. Weapon choices are limited for that subclass otherwise, not that it struggles.
I've got a Tiefling Alchemist Archaeologist waiting in the wings.
With his fire resistence to help when his experiments explode on him, darkvision to help navigate ancient dungeons for potion ingredients, and a +1 INT and a +2 CHA, he's smart and suave enough to both make and sell his inventions.
Heh. The lady currently serving as my forum icon is actually the archaeologist in question. I could wax poetic about my favorite lady for the next three pages, but I'll be good and spare everybody. I do love the concept, though. More Indiana Jones than Emmit Brown - suave, confident, and competent.
My take is vHuman. Its a 50/50 split between optimization and flavor.
I like human as a general "build your own race" option I try to get the feat to fit well with the character idea. In the case of my one armed gunslinging Artilarist Emilee the stats went to Dex and Int and the feat went to Keen mind. She didn't make it far due to the campaign falling apart but the idea was fun. (Also why are there so few + int Feats)
I play a Hill Dwarf Battlesmith, he is one tanky boi....anything works for an arti, every race gives some form of benefit. Really love that about 5e. Don't get blinded by needing to have that bonus on intelligence.
What is the best race for artificer?
Gunnar Snorri Svanþórsson
The one that your character's parents belonged to.
Depends on what level the artificer is. If they're 14th or higher, then they'd do well in any race shorter than 2 miles by infusing a pair of Boots of Speed. On the other hand, if they're 10th to 13th level then the 400 metre hurdles would be their best race as they can use a pair of Boots of Striding and Springing. Below that, you'll probably want to infuse a Ring of Water Walking and enter your artificer into any kind of freestyle swimming race.
Man, you're really shotgunning these out there, aren't ye?
Artificers are a very self-contained class. They don't rely on multiclass weirdness or factors external to themselves, and they come with most everything they want already built in. The typical artificer has little need to fish for additional proficiencies or abilities. Anything with an Intelligence boost is good, but even if your species has absolutely no synergy with the class, it will do fine.
The last thread talking about Best Races For Artificer generally came down on "anything with an Intelligence boost or more cantrips". Mark of Making human (or Variant Human with Magic Initiate), High Elf, Hobgoblin, and Warforged tended to be the big ones. The difference between any of those and anybody else is mostly quality of life and not really power. Which is nice, after so many years of "play the right species for your class or get the **** away from my table, please."
Please do not contact or message me.
Just in general? Variant human. You can buff the two most important stats, and start the game at level 1 with magic initiate wizard for a little extra firepower.
Anything that gets racial spells. Forest gnome, high elf, whatever.
Warforged. Just for the recursive value of machines making machines.
I have a very strong suspicion that after November, the answer to this question will quite literally be anything you want. I can't wait.
Bark side up, bark side down, it really, truly does not matter.
The most thematic choice, in my opinion, is Rock Gnome. A Rock Gnome Guild Artisan Artificer is just about the most techy tech that ever teched.
An Armorer Artificer named Tony Stark is entirely optional. (no it isn't)
Forest Gnome is a WIN-WIN choice there. But I also see the Kobold race is a nice option too.
My Ready-to-rock&roll chars:
Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk
For Armourer, Elf or Dwarf aren't a bad pick for their martial weapon proficiencies. Weapon choices are limited for that subclass otherwise, not that it struggles.
I've got a Tiefling Alchemist Archaeologist waiting in the wings.
With his fire resistence to help when his experiments explode on him, darkvision to help navigate ancient dungeons for potion ingredients, and a +1 INT and a +2 CHA, he's smart and suave enough to both make and sell his inventions.
Can't wait to play him.
Oi. I'm the tiefling archaeologist here. Even used to be an alchemist before Eberron Rising destroyed that subclass.
I miss Ana...
Please do not contact or message me.
Clearly, you have excellent taste in characters...
Why thank you, kind sir.
Heh. The lady currently serving as my forum icon is actually the archaeologist in question. I could wax poetic about my favorite lady for the next three pages, but I'll be good and spare everybody. I do love the concept, though. More Indiana Jones than Emmit Brown - suave, confident, and competent.
Please do not contact or message me.
That's where I hope to end up by Lv8~10. At Lv1 though, he'll be covered in soot too often to be considered suave or competent.
Hopefully, you'll find a reason to dig Ana out again.
May her finds be plentifully.
My take is vHuman. Its a 50/50 split between optimization and flavor.
I like human as a general "build your own race" option I try to get the feat to fit well with the character idea.
In the case of my one armed gunslinging Artilarist Emilee the stats went to Dex and Int and the feat went to Keen mind.
She didn't make it far due to the campaign falling apart but the idea was fun. (Also why are there so few + int Feats)
I play a Hill Dwarf Battlesmith, he is one tanky boi....anything works for an arti, every race gives some form of benefit. Really love that about 5e. Don't get blinded by needing to have that bonus on intelligence.
I played a Tortle Artillerist Artificer not too long ago, was fun playing a literal Blastoise.
I find that anything race can work just fine with an Artificer, as you only really need to worry about intelligence being high.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills