This is a really hard questions to answer without more information about what type of role the Artificer will play in the party.
Artificer spells are large utility based, with most of their damage coming either from cantrips with arcane Armaments, attacks from Turrets, or from attacks for Battlesmiths or Armorers.
Stuff like Faerie Fire, Heat Metal, Thunderwave are always really good options. Identify is good if you don't have another in the party that can cast it, since it's the fastest and most reliably way to identify magic items.
Thunderwave isn't on the Artificer spell list, just so you know. Cure Wounds is a good one to prepare if there aren't as many healing options in the party.
But in some ways, given that you can prepare new spells each day, the harder question might be which Cantrips to choose, since you only get 2, and can swap 1 on a level-up. Again, those can depend on what role you want to play in the party. When starting out with my artificer, I took Shocking Grasp for flavor reasons (later switched to Lightning Lure to keep the theme) and Magic Stone since it's sort of infusion-lite: you make 3 pebbles that you and/or other people can use to make ranged spell attacks with your spellcasting ability.
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Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
I’m a big fan of Thorn Whip for a cantrip: instant harpoon or grappling cord.
I really like both Faerie Fire & Sanctuary…great ways to either land a hit on an enemy, or prevent an enemy from hitting your ally. Plus, Sanctuary is a bonus action to cast; and does not have concentration.
For something both memorable & offensive…you can’t really deny the fun of Catapault.
Sanctuary is great for an escort quest or similar situation with an NPC or party member who isn't going to fight. (And our party is now doing a escort quest, but I didn't get a long rest after learning of this to be able to prepare the spell...)
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Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
Spellwrought Tattoo applies to a different (but specific) spell each time you take it as a known infusion, doesn't it?
It's basically undefined by RAW. That alone is a decent argument for it not being RAW at all. (And there are reasonable arguments both for and against it being RAI.)
In dndbeyond, you take it once for 1st level spells or once for cantrips (not per spell), and it's not clear which spells (artificer or not? spells you know or not? spells with materials or not?) it does or does not work with.
Spellwrought Tattoo applies to a different (but specific) spell each time you take it as a known infusion, doesn't it?
It's basically undefined by RAW. That alone is a decent argument for it not being RAW at all. (And there are reasonable arguments both for and against it being RAI.)
In dndbeyond, you take it once for 1st level spells or once for cantrips (not per spell), and it's not clear which spells (artificer or not? spells you know or not? spells with materials or not?) it does or does not work with.
Sanctuary and Web have been two I use a lot. We have a tank druid who'll block a corridor after casting a concentration spell; sanctuary while he uses the dodge action has ruined many encounters.
I'm actually newly partial to the Strixhaven spell, Vortex Warp.
Casting Time: 1 Action
Range: 90 feet
Components: V, S
Duration: Instantaneous
You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
I feel like there are a lot of shenanigan's with this spell and it's likely my new favorite option for Spell Storing Item! It being a Con save makes me a little sad but it's just as good moving your party around.
I'm actually newly partial to the Strixhaven spell, Vortex Warp.
Casting Time: 1 Action
Range: 90 feet
Components: V, S
Duration: Instantaneous
You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
I feel like there are a lot of shenanigan's with this spell and it's likely my new favorite option for Spell Storing Item! It being a Con save makes me a little sad but it's just as good moving your party around.
Indeed!
I’m a lover of teleportation spells in general; and this one provides so many golden opportunities for shenanigans or battle tactics.
That Constitution Saving Throw is a bit tricky to work with…but if your party has anyone who can manipulate the saving throw to induce disadvantage or a penalty; it might just be crazy enough to work!
I was wondering what good spells to get for the Artificer class
This is a really hard questions to answer without more information about what type of role the Artificer will play in the party.
Artificer spells are large utility based, with most of their damage coming either from cantrips with arcane Armaments, attacks from Turrets, or from attacks for Battlesmiths or Armorers.
Stuff like Faerie Fire, Heat Metal, Thunderwave are always really good options. Identify is good if you don't have another in the party that can cast it, since it's the fastest and most reliably way to identify magic items.
For defensive options, Blur, Absorb Elements and Intellect Fortress are strong options.
Thunderwave isn't on the Artificer spell list, just so you know. Cure Wounds is a good one to prepare if there aren't as many healing options in the party.
But in some ways, given that you can prepare new spells each day, the harder question might be which Cantrips to choose, since you only get 2, and can swap 1 on a level-up. Again, those can depend on what role you want to play in the party. When starting out with my artificer, I took Shocking Grasp for flavor reasons (later switched to Lightning Lure to keep the theme) and Magic Stone since it's sort of infusion-lite: you make 3 pebbles that you and/or other people can use to make ranged spell attacks with your spellcasting ability.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
I’m a big fan of Thorn Whip for a cantrip: instant harpoon or grappling cord.
I really like both Faerie Fire & Sanctuary…great ways to either land a hit on an enemy, or prevent an enemy from hitting your ally. Plus, Sanctuary is a bonus action to cast; and does not have concentration.
For something both memorable & offensive…you can’t really deny the fun of Catapault.
Sanctuary is great for an escort quest or similar situation with an NPC or party member who isn't going to fight. (And our party is now doing a escort quest, but I didn't get a long rest after learning of this to be able to prepare the spell...)
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
Thanks, this helps alot
Thunderwave is an Armorer spell.
Yes, it is, and it's always prepared. Meaning it's outside of the question of what spells to choose to prepare from the artificer spell list.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
Spellwrought Tattoo applies to a different (but specific) spell each time you take it as a known infusion, doesn't it?
It's basically undefined by RAW. That alone is a decent argument for it not being RAW at all. (And there are reasonable arguments both for and against it being RAI.)
In dndbeyond, you take it once for 1st level spells or once for cantrips (not per spell), and it's not clear which spells (artificer or not? spells you know or not? spells with materials or not?) it does or does not work with.
Hm. Interesting.
Sanctuary and Web have been two I use a lot. We have a tank druid who'll block a corridor after casting a concentration spell; sanctuary while he uses the dodge action has ruined many encounters.
Big thing that helps my artificer out with this issue is an All-Purpose Tool, so hopefully one of those turns up in your game!
I'm actually newly partial to the Strixhaven spell, Vortex Warp.
I feel like there are a lot of shenanigan's with this spell and it's likely my new favorite option for Spell Storing Item! It being a Con save makes me a little sad but it's just as good moving your party around.
Indeed!
I’m a lover of teleportation spells in general; and this one provides so many golden opportunities for shenanigans or battle tactics.
That Constitution Saving Throw is a bit tricky to work with…but if your party has anyone who can manipulate the saving throw to induce disadvantage or a penalty; it might just be crazy enough to work!
Or.... Alternatively, once you hit lvl 10, start crafting one!
You can create an uncommon one (+1) with 50 gold, about 20 hours in game time, and material from a CR 4-8 creature.
Obviously, you need to speak to your DM in advance to agree on the details/recipe ... but this guide is useful
https://www.flutesloot.com/5e-crafting-magic-items/