I recently started a campaign where I am playing an Artificer. I immediately realized how difficult it was to pick only 2 cantrips. I'm not sure if I can last until 10th level with just 2 cantrips.
Does anybody have a recommendation on how to gain an additional cantrip slot? Should I ask my DM for a specific item, or should I try to multi-class?
High elves make excellent artificers because of their Intelligence bump and their racial cantrip. Getting the feeling that's not an option for you, though.
Magic Initiate (Wizard) allows you to pick up two more INT-based cantrips and a once-a-day wizard spell, which can be super useful for filling out your magical utility. Similarly, just taking a level of Wizard gets you three INT cantrips and a book of six Wizard utility spells, which can be cool casty things if you like or just a pile of support rituals. Once you get to 20 Intelligence, you can prepare all six spells in your spellbook (assuming you don't add a bunch of extra stuff to it over the course of the game, anyways).
Beyond playing a species with innate casting (my own artificer is a Mammon tiefling, with innate Mage Hand, Tenser's Floating Disc and Arcane Lock. it is glorious) or picking up Magic Initiate/a Wizard level, there's not really much out there. A very small number of magic items grant access to cantrips, but without knowing which cantrips you already have, what artificer subclass you're playing, or what species you are, it's difficult to really say.
The Spell Sniper feat isn't a great way to get cantrips, since it only grants 1, but it gives you access to 1 attack cantrip and gives you a nice bonus of increased range and the ability to ignore up to 3/4 cover.
Problem with Spell Sniper is that the attack cantrip you pick up won't be eligible for the Artillerist's Arcane Firearm bonus. The AF requires an artificer spell, and there's no SS: Artificer or MI: Artificer. So the spell from Spell Sniper would be underperforming next to native Artillerist cantrips, as well as for Alchemists. It only really works, for a given definition of 'working' on the Battlesmith, which theoretically shouldn't be using attack cantrips much anyways.
Spell Sniper works, but I'd class it as the least useful post-creation way of gaining some necessary cantrip versatility.
Yeah, if someone is looking to make up for cantrips Spell Sniper probably isn't the best option, but it's still a useful feat in its own right if you treat the cantrip as more of an added bonus. A single level dip into wizard, though, seems to give the most variety of options, though.
It's also the biggest expenditure of resources, slowing down your artificer progression and knocking down your HP. I think it works well, do not regret having done it with my own artificer, but it does cost more than MI: Wizard does.
I'd go Magic Inititiate: Wizard, maybe picking up Find Familiar and flavouring it as more of a construct or an injured animal you crafted a prosthetic. Two cantrips is hard, so far I've gone Battle Smith and just not taken Mending.
Problem with Spell Sniper is that the attack cantrip you pick up won't be eligible for the Artillerist's Arcane Firearm bonus. The AF requires an artificer spell, and there's no SS: Artificer or MI: Artificer. So the spell from Spell Sniper would be underperforming next to native Artillerist cantrips, as well as for Alchemists. It only really works, for a given definition of 'working' on the Battlesmith, which theoretically shouldn't be using attack cantrips much anyways.
Spell Sniper works, but I'd class it as the least useful post-creation way of gaining some necessary cantrip versatility.
Why can't you take Spell Sniper: Artificer and Firebolt or Shocking Grasp, It might not be here on DDB yet but it is not against the actual rules of the game. DDB should add those feats (Spell Sniper, Magic Initiate) for the Artificer as they are needed. But going with MI: Wizard and grabbing the Scag cantrips would be nice with Find Familiar, then take the Artificer one for 2 as they are different things.
Also, "You can take each feat only once, unless the feat’s description says otherwise."
Spell Sniper is still a decent feat for an artificer, you just need to make the most out of the cantrip you could get from it. FYI, the valid options for Spell Sniper (Wizard) that aren't on the artificer spell list are booming blade, green-flame blade, and chill touch.
Problem with Spell Sniper is that the attack cantrip you pick up won't be eligible for the Artillerist's Arcane Firearm bonus. The AF requires an artificer spell, and there's no SS: Artificer or MI: Artificer. So the spell from Spell Sniper would be underperforming next to native Artillerist cantrips, as well as for Alchemists. It only really works, for a given definition of 'working' on the Battlesmith, which theoretically shouldn't be using attack cantrips much anyways.
Spell Sniper works, but I'd class it as the least useful post-creation way of gaining some necessary cantrip versatility.
Why can't you take Spell Sniper: Artificer and Firebolt or Shocking Grasp, It might not be here on DDB yet but it is not against the actual rules of the game. DDB should add those feats (Spell Sniper, Magic Initiate) for the Artificer as they are needed. But going with MI: Wizard and grabbing the Scag cantrips would be nice with Find Familiar, then take the Artificer one for 2 as they are different things.
Spell Sniper: Artificer doesn't exist for the same reason Ranger and Paladin doesn't, Artificer is a half caster. MI/SS are only available from full caster lists.
My artillerist started at lvl4, so I was able to game the system by making my Artificer cantrips attack spells and my MI: Wizard my utility spells. Plus as a Mark of Mending human, I get mending cantrip for free.
One thing I will note, in part because I just really like the item and in part because it really does help, is the Ghost Lantern.
It's a permanent rare item, so unlikely to come up for most people since APPARENTLY most DMs these days despise giving their players magic items, but if you can get it the Ghost Lantern gives you Mage Hand for free. It's also a permanently available light source a'la the Light spell, and it serves as a you-only Spare the Dying. It's pretty slick, and sadly underappreciated. Might help an artificer who just cannot get access to the cantrips they need any other way.
Why would they? As has already been pointed out, only full casting classes get an MI or Spell Sniper. The artificer is a half-caster with an emphasis on magic gear. Jeremy Crawford has specifically, implicitly stated that it was not intended for MI or SS to allow one to select from the Artificer spell lists, and if they ever wanted that sort of thing to be possible they'd release a new set of feats instead that would be worded differently.
Thats a fair point, I just hadn't connected it to half casting mentally yet. I wonder what a half caster version of those would be if they were to make a feat like that for half casters.
I am pretty confident the statement that artificer is not a viable class choice for Magic Initiate and Spell Sniper because it is a half caster is false. Paladin and Ranger aren't viable options because they do not have cantrips not because they are half casters. Artificer is not an option because the class did not exist when the PHB was written, and WotC prefers to list what you can choose as opposed to what you cannot choose when they write something.
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Thats a fair point, I just hadn't connected it to half casting mentally yet. I wonder what a half caster version of those would be if they were to make a feat like that for half casters.
My guess is that a feat like that focused on Artificers would grant 1 artificer cantrip, 1 infusion known and 1 infused item selected from the artificer infusions list. Naturally only the lowest level items would be available to choose.
Or no cantrips, 2 infusions known, 1 infused item.
I'm going to be playing an artificer, and my I'm going to use magic initiate. Here's my current situation/plan: We'll be starting at level two. I've made a gnome that will be using melee/mounted combat as a battle smith after level 3. I'll be going through level 2 with a crossbow, and my 2 cantrips are Mending and Ray of Frost. Once I get to level 3, I plan to switch out Mending for something else (since artificers can change 1 cantrip per level), and put mending on magic initiate(wizard). I haven't decided what other cantrip to pick, but it will likely be Mage Hand or Message.
My reasoning is that since Mending is considered a "cantrip tax" that I'll always want, I'll put it on a feature so that I can still utilize the artificer's cantrip swapping if I need to in the future.
Alternatively, as Yurei1453 said, you could also just multi-class to take a level or two in wizard to get 3 cantrips and 6 spells. This would put you a level behind in artificer, but give you quite a bit more spell casting potential. It depends on how badly you want more spells.
I recently started a campaign where I am playing an Artificer. I immediately realized how difficult it was to pick only 2 cantrips. I'm not sure if I can last until 10th level with just 2 cantrips.
Does anybody have a recommendation on how to gain an additional cantrip slot? Should I ask my DM for a specific item, or should I try to multi-class?
High elves make excellent artificers because of their Intelligence bump and their racial cantrip. Getting the feeling that's not an option for you, though.
Magic Initiate (Wizard) allows you to pick up two more INT-based cantrips and a once-a-day wizard spell, which can be super useful for filling out your magical utility. Similarly, just taking a level of Wizard gets you three INT cantrips and a book of six Wizard utility spells, which can be cool casty things if you like or just a pile of support rituals. Once you get to 20 Intelligence, you can prepare all six spells in your spellbook (assuming you don't add a bunch of extra stuff to it over the course of the game, anyways).
Beyond playing a species with innate casting (my own artificer is a Mammon tiefling, with innate Mage Hand, Tenser's Floating Disc and Arcane Lock. it is glorious) or picking up Magic Initiate/a Wizard level, there's not really much out there. A very small number of magic items grant access to cantrips, but without knowing which cantrips you already have, what artificer subclass you're playing, or what species you are, it's difficult to really say.
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I second the Magic Initiate feat. Really fills out the cantrips nicely.
The Spell Sniper feat isn't a great way to get cantrips, since it only grants 1, but it gives you access to 1 attack cantrip and gives you a nice bonus of increased range and the ability to ignore up to 3/4 cover.
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Spell sniper with a Artilerist sounds like it could be fun
Problem with Spell Sniper is that the attack cantrip you pick up won't be eligible for the Artillerist's Arcane Firearm bonus. The AF requires an artificer spell, and there's no SS: Artificer or MI: Artificer. So the spell from Spell Sniper would be underperforming next to native Artillerist cantrips, as well as for Alchemists. It only really works, for a given definition of 'working' on the Battlesmith, which theoretically shouldn't be using attack cantrips much anyways.
Spell Sniper works, but I'd class it as the least useful post-creation way of gaining some necessary cantrip versatility.
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Yeah, if someone is looking to make up for cantrips Spell Sniper probably isn't the best option, but it's still a useful feat in its own right if you treat the cantrip as more of an added bonus. A single level dip into wizard, though, seems to give the most variety of options, though.
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It's also the biggest expenditure of resources, slowing down your artificer progression and knocking down your HP. I think it works well, do not regret having done it with my own artificer, but it does cost more than MI: Wizard does.
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I'd go Magic Inititiate: Wizard, maybe picking up Find Familiar and flavouring it as more of a construct or an injured animal you crafted a prosthetic. Two cantrips is hard, so far I've gone Battle Smith and just not taken Mending.
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One of the Items you can infuse is the Hat of Wizardry, it requires atunement by a wizard but at lvl 11 you can use it.
Why can't you take Spell Sniper: Artificer and Firebolt or Shocking Grasp, It might not be here on DDB yet but it is not against the actual rules of the game. DDB should add those feats (Spell Sniper, Magic Initiate) for the Artificer as they are needed. But going with MI: Wizard and grabbing the Scag cantrips would be nice with Find Familiar, then take the Artificer one for 2 as they are different things.
The artificer isn't included in the Magic Initiate feat. I imagine the same is also true for the Spell Sniper feat, for the exact same reasons.
Also, "You can take each feat only once, unless the feat’s description says otherwise."
Spell Sniper is still a decent feat for an artificer, you just need to make the most out of the cantrip you could get from it. FYI, the valid options for Spell Sniper (Wizard) that aren't on the artificer spell list are booming blade, green-flame blade, and chill touch.
Spell Sniper: Artificer doesn't exist for the same reason Ranger and Paladin doesn't, Artificer is a half caster. MI/SS are only available from full caster lists.
My artillerist started at lvl4, so I was able to game the system by making my Artificer cantrips attack spells and my MI: Wizard my utility spells. Plus as a Mark of Mending human, I get mending cantrip for free.
One thing I will note, in part because I just really like the item and in part because it really does help, is the Ghost Lantern.
It's a permanent rare item, so unlikely to come up for most people since APPARENTLY most DMs these days despise giving their players magic items, but if you can get it the Ghost Lantern gives you Mage Hand for free. It's also a permanently available light source a'la the Light spell, and it serves as a you-only Spare the Dying. It's pretty slick, and sadly underappreciated. Might help an artificer who just cannot get access to the cantrips they need any other way.
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Honestly im surprised that those feats didn't get an errata to have artificer as an option when it was released
Why would they? As has already been pointed out, only full casting classes get an MI or Spell Sniper. The artificer is a half-caster with an emphasis on magic gear. Jeremy Crawford has specifically, implicitly stated that it was not intended for MI or SS to allow one to select from the Artificer spell lists, and if they ever wanted that sort of thing to be possible they'd release a new set of feats instead that would be worded differently.
Working as intended, no errata needed.
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Thats a fair point, I just hadn't connected it to half casting mentally yet.
I wonder what a half caster version of those would be if they were to make a feat like that for half casters.
I am pretty confident the statement that artificer is not a viable class choice for Magic Initiate and Spell Sniper because it is a half caster is false. Paladin and Ranger aren't viable options because they do not have cantrips not because they are half casters. Artificer is not an option because the class did not exist when the PHB was written, and WotC prefers to list what you can choose as opposed to what you cannot choose when they write something.
Bark side up, bark side down, it really, truly does not matter.
My guess is that a feat like that focused on Artificers would grant 1 artificer cantrip, 1 infusion known and 1 infused item selected from the artificer infusions list. Naturally only the lowest level items would be available to choose.
Or no cantrips, 2 infusions known, 1 infused item.
Similar to the Martial Adept feat.
I'm going to be playing an artificer, and my I'm going to use magic initiate. Here's my current situation/plan:
We'll be starting at level two. I've made a gnome that will be using melee/mounted combat as a battle smith after level 3.
I'll be going through level 2 with a crossbow, and my 2 cantrips are Mending and Ray of Frost.
Once I get to level 3, I plan to switch out Mending for something else (since artificers can change 1 cantrip per level), and put mending on magic initiate(wizard). I haven't decided what other cantrip to pick, but it will likely be Mage Hand or Message.
My reasoning is that since Mending is considered a "cantrip tax" that I'll always want, I'll put it on a feature so that I can still utilize the artificer's cantrip swapping if I need to in the future.
Alternatively, as Yurei1453 said, you could also just multi-class to take a level or two in wizard to get 3 cantrips and 6 spells. This would put you a level behind in artificer, but give you quite a bit more spell casting potential. It depends on how badly you want more spells.
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