Dungeons & Dragon's artificer is a master tinkerer, creating and using magical items to enhance their combat prowess or their allies'. The class is highly customizable, allowing you to be a formidable frontline or ranged combatant, or support. Multiclassing allows you to lean into the role you've chosen — and add some flair. Will you be an artificer who rages and pounds enemies into the ground, or an eccentric inventor who inspires their allies while passing out elixirs?
Click below to start exploring your multiclassing options:
Choose a class to multiclass into... | |
Barbarian | Paladin |
Bard | Ranger |
Cleric | Rogue |
Druid | Sorcerer |
Fighter | Warlock |
Monk | Wizard |
Start tinkering
D&D Beyond's free character builder allows you to create and edit characters on the fly. Toy with different artificer builds, level them up, and see which multiclassing options make sparks fly! In order to create characters with the artificer, you'll first need to own the class. It appears in Tasha's Cauldron of Everything and Eberron: Rising From the Last War. I recommend the former book, as it also adds the Armorer subclass and plenty other juicy character options.
Multiclassing requirements
In order to multiclass, you need to meet prerequisite requirements for both the artificer and your new class. For example, if you want to play an artificer and multiclass into fighter, you will need 13 Intelligence and either 13 Strength or Dexterity. Consult the table below to determine the ability scores you need to multiclass:
Class | Ability Score Minimum |
---|---|
Artificer | Intelligence 13 |
Barbarian | Strength 13 |
Bard | Charisma 13 |
Cleric | Wisdom 13 |
Druid | Wisdom 13 |
Fighter | Strength or Dexterity 13 |
Monk | Dexterity and Wisdom 13 |
Paladin | Strength and Charisma 13 |
Ranger | Dexterity and Wisdom 13 |
Rogue | Dexterity 13 |
Sorcerer | Charisma 13 |
Warlock | Charisma 13 |
Wizard | Intelligence 13 |
Barbarian
Artificer-barbarians are what happens when you mash Tony Stark with the Hulk. You get a tank who can crack skulls on the battlefield with fancy tech. Out of combat, you get plenty of utility with spells like detect magic and disguise self.
The barbarian's Rage bonus to melee weapon attacks and provided resistances allow you to dish out damage and survive a barrage of attacks. With the artificer's Infuse Item feature, you're guaranteed an arsenal of magic items that will have the party rogue green with envy. With this multiclass combination, you won't make use of the barbarian's Unarmored Defense. The artificer's ability to create +1 armor at low levels means you'll have decent AC just by donning some +1 scale mail, anyway.
Although you can't cast spells or concentrate on them while raging, that's not what you're here to do. Any time spent casting spells in combat is time not spent dealing damage. Embrace your inner Dr. Jekyll and Mr. Hyde.
Ability score spread
STR > CON > INT > DEX > WIS > CHA
Due to restrictions with Rage, you'll need to use Strength when making melee weapon attacks in order to benefit from the Rage bonus to damage. This means Strength will be your primary ability score, unless you're starting at high levels, in which case you can scoff at others as you equip your gauntlets of ogre power. These can be made at artificer 10 with the Replicate Magic Item infusion.
Constitution and Intelligence are your second and third priority. As an artificer-barbarian, don't sweat if your spell save DC is low. You have access to plenty of spell that don't require you to have high Intelligence. For example, try preparing non-concentration spells like false life, longstrider, and aid and casting them before combat. Or, again, pick up utility spell, because not every problem can be solved with a throat punch. Right?
Thanks to your ability to make +1 armor at low levels, you're not as reliant on Dexterity as your typical barbarian. When wearing medium armor, you can only get a +2 bonus to AC from Dexterity. Wisdom and Charisma will be your throwaway ability scores.
Recommended artificer subclasses: Armorer or Battle Smith
Paired with the Armorer or Battle Smith subclass, this multiclass combination allows you to take pressure off squishier allies by drawing enemy fire.
The Armorer grants you two types of arcane armor: Guardian and Infiltrator. The former combines neatly with the barbarian. When you hit an enemy with the Guardian armor's Thunder Gauntlets, they have disadvantage on attacks on targets other than you. The armor also grants you Defensive Field, a bonus action ability that grants temporary hit point equal to your artificer level, so you can take more punches.
The downside to the Armorer is your reliance on Thunder Gauntlets for damage. Despite their upside, they only deal 1d8 damage, a puny dice for pure barbarians. If you want more damage, you'll need to pick up a greataxe and skip out on the Thunder Gauntlets' pseudo taunt. This would require you to take your first level in barbarian, to pick up martial weapon proficiency.
The Battle Smith draws fire by simply putting another body on the battlefield. Any damage dealt to your steel defender is damage you and your allies haven't taken. Compared to the Armorer, the Battle Smith will dish out more damage but be less tanky due to the loss of Defensive Field. The subclass offers martial weapon proficiency and uses its bonus action commanding its steel defender to attack.
As an artificer 9, Arcane Jolt will add a solid 2d6 force damage to one of your or your steel defender's attacks. Alternatively, you can use Arcane Jolt to restore 2d6 hit points to yourself or another creature within 30 feet, helping you survive at higher levels.
Recommended barbarian subclasses: Path of Ancestral Guardian and Path of the Totem Warrior
A one-level dip into barbarian is all you need if want to be a tanky frontline artificer. But a three-level dip offers some delicious subclass options, on top of what will likely be the much-needed Danger Sense to help you survive spells like fireball. Keep in mind, though: every level you take in barbarian hurts your spell slot progression.
Path of the Ancestral Guardian is redundant with Armorer but works wonderfully with the Battle Smith. It offers Ancestral Protectors, a better version of the Thunder Gauntlet's taunt-like ability. While raging, the first creature you hit on your turn has disadvantage on attacks made against creatures other than you. If your target attacks an ally, that ally has resistance against the attack.
Path of the Totem Warrior is rarely a bad option. Choose the bear for your Totem Spirit for resistance to all damage except psychic while raging. The wolf totem could be a good alternative. Pass on the other totems. Your bonus action is too busy for the eagle totem and you can cast spells like longstrider and jump to mostly replicate the elk and tiger totems.
Bard
The artificer-bard is the kind of multiclass you throw together when you just want to help your friends succeed. When you're around, it's like Halloween, and you're the mansion that puts out full-size candy bars for trick-or-treaters.
The artificer-bard is for players who want to lean into a support role and have out-of-combat utility. A single-level dip offers Bardic Inspiration (though you won't have many uses), allows you to learn four spells and two cantrips from the bard spell list, and qualify at low levels for the delicious instrument of the bards.
Artificers and bards share quite a number of 1st-level spells. So, this dip will simply allow you to always have spells like detect magic at the ready. Granted, healing word is a good pickup from the bard spell list if you don't choose the Alchemist subclass. However, having two casting stats (Intelligence and Charisma) isn't ideal. If you choose a bard spell like dissonant whispers, expect your spell save DC to be low. However, an instrument of the bards makes spells like charm person a more reasonable pick as it gives targets disadvantage on their saves.
Ability score spread
INT > CON > CHA > DEX > WIS > STR
An artificer-bard isn't going to put a huge focus on Charisma. Chances are, you'll likely only have one or two uses of your Bardic Inspiration per long rest unless you're comfortable having lower Constitution and/or Dexterity to bump up your Charisma. Doing so isn't totally unreasonable since artificers get medium armor and shield proficiency by default. But if you're open to other multiclass combinations, the artificer-cleric and artificer-rogue are stronger.
Recommender artificer subclass: Alchemist
An artificer-bard offers plenty of opportunities to support allies in and out of combat. This kind of character will use their Infuse Items feature to hand out magic items that help damage dealers and tanks be better at what they do.
As an Alchemist, you'll be passing out buffs and healing left and right, even more so if you snag an instrument of the bards, which is a selling point for going bard. Since the Alchemist doesn't have a lot to do with its bonus action, you can spend it by granting Bardic Inspiration to allies. Pair Bardic Inspiration with Flash of Genius to ensure allies never fail a pivotal ability check or saving throw. When you hit artificer 6, the homunculus infusion gives you more options for your bonus action when you run out of Bardic Inspiration.
Although the Artillerist is another great subclass for support, activating your cannon takes a bonus action. You're likely better off using your cannon to grant or refresh temporary hit points to nearby allies rather than hand them a Bardic Inspiration die.
Recommended bard subclasses: None
A three-level dip is a big investment. In general, you're better off working toward increasing your cap on infused items and the artificer's higher-level features.
If you're intent on choosing a bardic college, the College of Eloquence makes you better at Charisma (Persuasion) and Charisma (Deception) checks, while the Unsettling Words feature helps you better support spellcasters in the party. The College of Lore's Cutting Words is always good, while the College of Spirits from Van Richten's Guide Ravenloft can be hilarious if you want to imagine that you're haunted by the spirits of scientists whose work you're continuing.
Cleric
As the artificer-cleric, you're the tinkerer whose inventions bring glory to your deity. You're the bomb-defuser who says a prayer before cutting the red wire. You're the armored warrior whose gleaming weapons of war were inspired by the gods. You don't need a divine intervention for a win, you already have all the tools you need to make it reality.
No matter what you want to accomplish as an artificer, there's a cleric domain for it. A single-level dip into cleric can make your healing more potent, make you better at being in melee range, or just make you ridiculously good at certain skills. You also get to prepare spells from one of the best 1st-level spell lists out there.
Ability score spread
INT > CON > WIS > DEX > CHA > STR
Wisdom is a great ability score to invest in as Wisdom saving throws are common and Perception checks are aplenty. However, stick to a maximum of 14. You don't need high Wisdom to make this multiclass combination work.
For those who plan to mostly be casting spells, don't worry about picking up cleric spells that require a spell save DC. Instead, opt for spells such as bless and shield of faith, which aren't affected by your casting stat. Then, choose artificer spells for more offensive spells.
Artificer-clerics who wade into melee range will need decent Constitution in order to survive. Unlike an artificer-barbarian, you won't have resistance to damage to make your middling hit points last. Luckily, the Armorer gets heavy armor proficiency, and artificers as a class have proficiency in shields. So, you can dump Dexterity and make yourself some +1 armor.
Recommended artificer subclasses: Any
No matter which artificer subclass you choose, you'll find a cleric domain to pair it with. For example, the Alchemist adds healing word to their spell list, allowing you to use the Order's Voice of Authority feature to great effect. The Peace's Emboldening Bond with bless and the artificer's Flash of Genius can make a total failure on a saving throw a success.
Want to hit things more often as an Armorer? War clerics can make a bonus action weapon attack when you take the Attack action. Want to just be ridiculously good at Arcana, History, Nature, or Religion checks? Be a Knowledge cleric. Paired with your high Intelligence, you'll never lose a game of trivia.
Recommended cleric subclasses: Forge Domain and Life Domain
When choosing a cleric domain, consider what you want to do well as an artificer and how a domain could help you accomplish that. In most cases, a one- to two-level dip into cleric is all you need.
Forge lets you craft and tinker more as an artificer. It grants proficiency in smith's tools. The heavy armor proficiency is redundant if you're an Armorer, but the Blessing of the Forge and Artisan's Blessing channel divinity are where the value is at. The former is akin to a free infusion. The latter is a flavor win for any artificer, allowing you to make nonmagical objects on the fly.
Life is a common option for characters dipping into cleric — and for good reason. One level is all you need to increase the potency of your healing magic. For more support artificers, whom are likely to go Alchemist or Artillerist, Life also grants you heavy armor proficiency.
Druid
This multiclass combination is what happens when someone bookish wanders into the woods without their survival guide. Most often, bad things happen. If you want to be a nature-loving artificer, try the Nature cleric for your second class. It offers a free druid cantrip, a skill proficiency, and heavy armor proficiency.
The challenge with dipping into druid is that many of its subclasses rely on your class level, meaning you're sacrificing progression in artificer for features that lose value the longer your campaign runs. Even some noteworthy druid spells like absorb elements, cure wounds, and faerie fire already appear on the artificer spell list. And if you want druid for goodberry, you're probably better off taking Magic Initiate.
The biggest selling points for this multiclass is the Circle of Stars and the antics that come with wild shaping.
Ability score spread
INT > CON > WIS > DEX > CHA > STR
Frontline artificers won't benefit much from a druid dip, so it's best to approach this multiclass as a support character. Take a minimum 13 Wisdom to meet the druid multiclass requirement and then set your ability scores as any other artificer. Max out Intelligence, for example, since all of the artificer subclasses make good use of it.
Recommended artificer subclass: Alchemist
Druid doesn't add a lot of value to the artificer, but if you're intent on this multiclass combination, go Alchemist.
The Alchemist not only allows you to heal others but also blast enemies from range. The 5th-level Alchemical Savant makes certain healing and damaging spells more potent, so you'll want to keep a few of those handy. You can tap the druid spell list to prepare utility spells like speak with animals. Picking up the Homunculus Servant infusion can be handy, as your homunculus can deliver touch spells like cure wounds for you.
Recommended druid subclass: Circle of Stars and Circle of the Moon
The druid can supplement the Alchemist through the Circle of Stars subclass, found in Tasha's Cauldron of Everything.
The Circle of Stars' 2nd-level Starry Form gives you a couple useful options in combat, or can just help you maintain concentration on your spells. Of note is the Starry Form's chalice. When you restore hit points to a creature, the chalice form allows you to heal yourself or another creature within 30 feet for 1d8 + your Wisdom modifier. This is effectively a free, ranged 1st-level cure wounds whenever you heal yourself or an ally. Whether it's worth a two-level dip is up to you.
Circle of the Moon is good all on its own and is worth pointing out, but not because it offers long-term value to the artificer. At lower levels of play, you can be a Battle Smith artificer and either wild shape into a small form to ride your steel defender as a mount or turn into a dire wolf to fight alongside it. This combo won't be viable for long, though. Your wild shape forms will quickly be outclassed by enemies as you progress through a campaign. And, in truth, you're really just better off being a gnome Battle Smith or casting enlarge/reduce on yourself rather than multiclassing.
Beyond 2nd level, you don't get a whole lot of value out of the druid without a serious dip. With few campaigns hitting the highest tiers of play, you're best stopping there so that you can enjoy the artificer's higher-level features.
Fighter
Hey you, do you like hitting things in combat? Do you wish you had more ways to control the battlefield while you were hitting things? Well, come check out the fighter.
No class complements the Armorer and Battle Smith quite like the fighter. A two-level dip offers a fighting style, a bonus action self-heal, and the coveted Action Surge. The fighter's d10 hit die also offers a nice buffer for frontline combatants. For artificers who are comfortable further delaying their class's progression, picking up a fighter archetype can add plenty of tricks to lock down enemies or just dish out more damage.
Ability score spread
INT > CON > DEX > WIS > CHA > STR
Both the Armorer and Battle Smith use Intelligence for attack and damage rolls. Constitution is important to keeping you on your feet and maintaining concentration on spells you'll use to maintain your viability on the frontlines.
Armorers don't need as high of a Dexterity score as Battle Smiths, since they ignore Strength requirements on armor and can don plate armor as soon as they can afford it. However, Battle Smiths can snag heavy armor proficiency by taking their first character level in fighter if they don't mind losing some of the artificer's starting proficiencies.
Just keep in mind that you need a minimum 13 Strength or Dexterity score to multiclass into fighter. Since Dexterity saving throws are far more common than Strength saving throws, it's OK to dump your Strength stat and take 13 Dexterity instead.
Recommended artificer subclasses: Armorer or Battle Smith
When you need to hit things hard or serve as a line of defense between your enemies and your allies, the Armorer and Battle Smith are both solid options.
The Armorer penalizes enemies that attack your allies. A creature struck by your Thunder Gauntlets have disadvantage on attack rolls against targets other than you. For your fighting style, choose Defense for more AC or Interception (offered in Tasha's Cauldron of Everything) to reduce damage dealt to allies within 5 feet of you.
If you prefer hanging out in the backlines on most days, Infiltrator armor offers a decent ranged weapon and gets a nice boost from the Archery fighting style.
The Battle Smith helps crowd the battlefield to keep enemies from focusing fire on your allies. Your bonus actions will primarily be spent commanding your steel defender. The Protection fighting style is a nice way to replicate the Thunder Gauntlets' ability to impose disadvantage on attacks against your allies, though it's hard to pass on the +1 bonus to AC offered by the Defense fighting style. More than the Armorer, Battle Smiths are hard to hit once they get heavy armor. The subclass adds shield to their spell list. If you're able to mount your steel defender, and your Dungeon Master rules that it can take its actions on your turn (as opposed to directly after), the 40-foot movement speed gives you more maneuverability. Add the Mounted Combatant feat for more antics.
Recommended fighter subclasses: Arcane Archer and Battle Master
A three-level dip adds a lot of value, and you have some great options to choose from.
The Arcane Archer often gets criticized as a worse Battle Master. But the DC for its Arcane Shot options are based off of your Intelligence, making this a viable and flavorful option for ranged artificer-fighters. Banishing Arrow can buy your party members a turn to catch their breath in a tough battle and Bursting Arrow can help you take down mobs without tapping your spell slots.
Battle Master is an iconic fighter archetype that adds plenty of options to customize your artificer-fighter to suit your needs. Although most of the maneuvers are worth at least a cursory glance, there are a few standouts that don't require a saving throw. Distracting Strike grants an ally's next attack roll against an enemy advantage; Maneuvering Attack can get an ally out of an enemy's reach; Parry can help you survive especially devastating attacks; and Riposte punishes enemies who miss you.
The Rune Knight offers artificer-fighters the ability to grow to Huge size. Simply use Giant's Might and then cast enlarge/reduce on yourself. This combo adds additional damage to your attacks, on top of other benefits like advantage on Strength saving throws. Plus, it's just really cool. When selecting runes, check out the Cloud Rune for more ways to protect your allies in combat and the Frost Rune to help you maintain concentration on spells you cast.
Psi Warrior's third-level feature, Psionic Power, relies on your Intelligence to determine the efficacy of your powers. The Protective Field power, in particular, works well with the Armorer, which doesn't have a lot of uses for its reaction.
Meet Radwell Nirt, an artificer 6/fighter 3
Art by Kane Carter (@veldrin)
Radwell Nirt was easily the most unpopular person in the noble circles of Baldur's Gate — after all, most of his time was spent drinking and conducting strange experiments in a guest house on his family's property. When he did make public appearances, he was drinking and getting involved where he shouldn't, like ruining a fragile peace treaty by sleeping with a rival's mistress.
Where does one go when an entire city wishes you were dead? You escape to Icewind Dale, where it's too cold for anyone reasonable to follow you! Radwell is less focused on heroics and more concerned with building his sphere of influence in Ten-Towns. His past will inevitably catch up with him, and he plans to be well-protected. So, if heroics is what it takes to call in some favors, he'll do what he has to do.
Monk
An artificer-monk is a match made in the Nine Hells. Not only do you need a 13 in Dexterity and Wisdom to multiclass into monk, many of its class and subclass features rely on ki points, which you only gain by leveling up as a monk.
Even a small dip won't benefit artificers. The 1st-level feature Unarmored Defense requires you to be, well, unarmored in order to calculate your AC using your Dexterity and Wisdom. But artificers are all about infusing items, including armor, with their magic. Martial Arts also falls flat since the Armorer can't benefit from it at all, and the Battle Smith uses Intelligence for attack and damage rolls. Once you hit second level in monk, you get Unarmored Movement, another feature you can't made good use out of. You do get ki points, however. These you can use to some effect if you have a bonus action to spare.
Ability score spread
The artificer-monk is dependent on too many different ability scores. If you go this route and wish to use Flurry of Blows, you'll need to rely on either Strength or Dexterity for attack and damage rolls. If you're interested in getting more uses out of your bonus action, the artificer-rogue is a better option. If you want to make enemies hurt and be hard to kill, choose the artificer-barbarian. If you just want to push enemies around and be annoyingly hard to hit, pick the artificer-fighter.
Recommended artificer subclasses: None
This combo is such a mess. Really, just skip it.
Recommended monk subclasses: None
Nothing. There's nothing here. Please just go to another section.
Paladin
We both know why you're here. You want to hit things — hard. Let's jump in.
First, the bad. The artificer-paladin is held back by the high cost of entry to multiclass: 13 Strength and 13 Charisma. This spreads your ability scores thin. You'll find a fighter dip requires less commitment and complements the artificer just as well.
Now for the good: Divine Smite. A two-level dip into paladin also snags you Lay on Hands, a fighting style, some 1st-level paladin spells, and a couple d10 hit die. There's some good subclass options if you pick up a third paladin level, too.
Casting spells as an artificer-paladin
One thing to consider for this multiclass combination is how you'll be casting spells. Although the artificer can use any infused item as a spellcasting focus for their spells, the paladin will need a holy symbol for their focus. So, you could either wield an infused two-handed weapon and have your holy symbol on a necklace for easy access, or use a one-handed weapon and don an infused shield that bears your holy symbol. In either case, the War Caster feat is a solid pickup that mitigates some of the messiness that comes with casting spells while wielding weapons and shields.
Ability score spread
INT > CON > STR > CHA > WIS > DEX
Your array of ability scores will likely include a lot of odd numbers. In this case, choosing the standard human or half-elf would be your best bet to ensuring you're getting the most mileage out of your character and aren't stuck spending Ability Score Improvements bumping up less-important stats.
As with your typical paladin, Dexterity is your lowest priority since you'll rely on medium or heavy armor for your AC. If you want to be a Battle Smith, considering taking your first character level in paladin for the heavy armor proficiency. You can make do relying on chain mail and a shield, though.
When going artificer-paladin, consider what you want to be good at. If you plan to just burn all of your spell slots on Divine Smite, then you don't necessarily need high Intelligence. You could opt for high Strength instead, and use that stat for making melee weapon attacks.
Recommended artificer subclasses: Armorer and Battle Smith
The Armorer and Battle Smith are a clear match for the paladin. Both offer features that help you keep the pressure off squishier allies. But if you want to stack damage and will hit artificer 9, the Battle Smith is the juicier option.
The Armorer has Thunder Gauntlets, which can impose disadvantage on an enemy's attacks against targets other than you, and qualify for Divine Smite. The Guardian armor's Defensive Field also serves as nice padding when you're surrounded by enemies. It offers temporary hit points at the cost of your bonus action. With the paladin's Lay on Hands and the Defense fighting style, you're a great body to hold the door!
Even if you end up only using medium armor, the Battle Smith adds shield to your spell list, which can still make you ridiculously hard to hit. The steel defender also helps you eke out more damage while serving as another body to get in the way of your enemies. Remember: any damage your steel defender takes is damage you and your allies haven't taken. At higher artificer levels, Arcane Jolt lets you choose between adding more damage or restoring hit points when you or your steel defender land a blow. Stack the former option with Divine Smite on a critical hit to dish out some ridiculous amounts of damage.
Recommended paladin subclasses: Oath of Conquest and Oath of Vengeance
A two-level dip into paladin is all you need for this multiclass combination, but the paladin has some tempting subclass options and features at higher levels. When choosing a paladin subclass, you're better off skipping oaths with channel divinities that require a saving throw. You'll likely have a 14 Charisma at the highest in your campaign and thus have a low save DC. The exception to this rule is if the channel divinity targets multiple creatures, such as the Oathbreaker's Dreadful Aspect.
Oath of Conquest has a lot going for it. You snag armor of Agathys and have two viable options for your channel divinity: Conquering Presence and Guided Strike. The former is an AOE effect that frightens enemies within 30 feet of you. The latter all but guarantees that when you need to land an attack, you'll land it.
Oath of Vengeance is the kind of subclass you take when you want to be especially good in boss encounters. You get hunter's mark to boost your damage and the Vow of Enmity channel divinity for advantage on all attacks against a single enemy.
Your mileage with Oath of Devotion will vary. In a campaign with fiends and undead, it's a great choice for your subclass. With Turn the Unholy, you can force such creatures to flee. Alternatively, Sacred Weapon allows you to add your Charisma modifier to attack and damage rolls. You also get protection from evil and good, which makes you even harder to hit — not that you need much help in that department.
Ranger
Artificers really have no business wandering into the woods alone. Just as the druid is a generally poor option for multiclassing, so is the ranger.
The viability of an artificer-ranger is held back by your need to have 13 Dexterity and Wisdom. In most cases, you're better off choosing the barbarian, fighter, or even paladin for your second class. Even if your Dungeon Master allows you to use the optional ranger features included in Tasha's Cauldron of Everything, the 1st-level Favored Foe feature requires concentration. So, if you get to 2nd-level as a ranger, you won't often get to use hunter's mark, which is otherwise a selling point for the ranger spell list. Receiving a fighting style is nice but could be gotten a level earlier by going fighter.
What the ranger does have going for it is the beloved Gloom Stalker subclass and a silly combo with the Beast Master and Battle Smith subclasses.
Ability score spread
INT > CON > DEX > WIS > CHA > STR
The artificer-ranger faces the same issues as the artificer-paladin. Your ability scores are spread thin due to multiclassing requirements. This is mitigated by going the standard human or half-elf race, however.
As a general rule, Intelligence should be your highest ability score. Because the artificer has easy access to heavy armor proficiency, improving Dexterity isn't important. Even medium armor only permits a maximum Dexterity bonus to AC of 2. Wisdom won't be important unless you plan to cast ranger spells such as ensnaring strike, which is a bad idea when the artificer spell list has plenty of alternative options.
Recommended artificer subclasses: Armorer and Battle Smith
This multiclass combination is suboptimal. But if you want to make it work, you have a few options here.
The Armorer has a solid ranged option with its Infiltrator armor. The Dampening Field feature allows you to be sneaky even while wearing clunky armor. The Lightning Cannon has good damage and a 90-foot range. Although your spell save DC is likely going to be low, the ranger spell list gives you hail of thorns to make you a menace to mobs.
Battle Smith is the pet subclass that Beast Master wishes it could be. Your steel defender's hit points scale better, it can be healed with the mending cantrip, and it can be revived with a 1st-level or higher spell slot. The steel defender serves as another body on the battlefield. Any attacks against it are attacks that haven't been made against you. At higher levels, this subclass offers the ranger's iconic conjure barrage.
The Artillerist deserves special mention here. Although you'll be reliant on Dexterity for ranged attacks you make using your Action, your eldritch cannon gives you a greater variety of options in combat. You can use your Action to fire off a crossbow and then use your bonus action to activate your eldritch cannon, granting allies temporary hit points or firing off a cone attack or a single-target spell attack.
Recommended ranger subclasses: Beast Master and Gloom Stalker
When it comes to picking a ranger subclass, you just want anything that lets you stack damage, like Gloom Stalker. Beast Master isn't really a viable pick at higher levels but could be fun for a one-shot.
Beast Master won't remain relevant throughout a campaign. But choosing it and the Battle Smith subclass lets you go all-in with pets. The Ranger's Companion is commanded using your Action and the Battle Smith's steel defender is commanded using your bonus action. This multiclass combination allows you to stand back and watch the chaos unfold as your minions do all the work.
Gloom Stalker would be your more serious pick for a ranger subclass, though you're going to get more mileage out of a fighter subclass like the Battle Master. Gloom Stalker has its perks, though: darkvision, a bonus to initiative rolls, and an additional attack, extra damage, and more movement speed on the first round of combat.
Rogue
Now here's a delicious multiclass option to sink your teeth into. The artificer-rogue is a skill monkey who can eke out more damage from their attacks and maneuver around the battlefield with ease. As with the fighter, even a small dip can be all you need to make your character feel unique and better at what they do best.
Low-level highlights of the rogue class include Expertise and Cunning Action. Sneak Attack is good at early levels, but unless you invest heavily in rogue, the impact of the extra damage you get will drop off when compared to something like the paladin's Divine Smite, which scales with your spell slots. Expertise and Cunning Action, however, will be meaningful additions to your build that will give you more miles than a 1998 Toyota Camry.
Ability score spread
INT > CON > DEX > WIS > CHA > STR
To multiclass into rogue, you only need 13 Dexterity. This a small ask for what you get in return. As with the majority of the other multiclass combinations in this guide, you'll want to prioritize Intelligence. Artificer is largely dependent on just that one ability score. If you opt for the Swashbuckler subclass — which is a good pick — you'll want to prioritize Charisma over Wisdom and potentially even Dexterity as you level.
Recommended artificer subclasses: Any
You can make any of the artificer subclasses work with the rogue. It just boils down to what you want. If you just want to snag Expertise, take your one-level dip and peace out. If you need added maneuverability and a way to escape mobs, a 2nd-level dip for Cunning Action is all you need. That said, the below recommendations assume you'll be taking a rogue subclass.
The Armorer is a great pick for ranged combatants. Infiltrator armor keeps you sneaky and gives you a ranged weapon attack that uses your Intelligence for attack and damage rolls. The Battle Smith can also work, but Armorer makes better use of Cunning Action and is the better fit thematically. Pair the Armorer with the Arcane Trickster or, if you prefer melee combat, the Swashbuckler.
Alchemists benefit from the added maneuverability offered by the rogue. They can use this maneuverability to safely get around the battlefield to distribute healing, buffs, or replenish party members' stock of elixirs. The Alchemist pairs well with the Mastermind to be a solid support character.
Recommended rogue subclasses: Mastermind and Swashbuckler
The rogue has some great options to subclass into. The Arcane Trickster adds spells to your repertoire and lets you pull some antics with Mage Hand Legerdemain. But the following are more worthy of a review.
Mastermind gives the Alchemist the impressive Master of Tactics feature, which allows you to take the Help action at range and as a bonus action. Out of combat, pair this with guidance. In combat, use this feature to give party members advantage on attacks. Mastermind also offers a slew of proficiencies, making you even better at things outside of combat.
The Swashbuckler is a solid choice for artificer-rogues who want to slink in and out of combat. Fancy Footwork is a free Disengage against enemies you attack. You also get a bonus to initiative rolls and an additional way to trigger Sneak Attack via Rakish Audacity.
Sorcerer
You were born to a long line of spellcasters whose magic runs in their veins. But you also thrive when you're crafting. For you, it might be best to let your magical blood remained untapped. Do you catch my drift? I'm recommending you skip this section.
The artificer-sorcerer is an awkward pairing and is outclassed by the artificer-wizard. The sorcerer's subclasses don't synergize particularly well with the artificer's. However, you can pick up a lot of cantrips and tap a solid spell list, on top of Metamagic. Unfortunately, if Metamagic is the main selling point for you, the Metamagic Adept feat from Tasha's Cauldron of Everything can be all you need.
Ability score spread
INT > CON > DEX > CHA > WIS > STR
You only need a 13 in Charisma to multiclass into sorcerer. You might choose to bump the ability score up to 14 or higher if you plan to do some talking in social encounters. In general, though, it's wise to just build your character as any other artificer.
Recommended artificer subclasses: Alchemist and Artillerist
Again, if you want to increase your access to spells, dip into wizard. If you want Metamagic options, pick up the Metamagic Adept feat.
The Alchemist plays well with the Transmute Spell Metamagic option. The subclass is a little pinched when it comes to damaging options, so Transmute Spell can take what spells you have in your arsenal and change their damage type to suit whatever situation you're in. You can turn a flaming sphere into a poison sphere, for example. Quickened Spell and Twinned Spell are also powerful options. The latter helps you distribute more healing and damage.
The Artillerist similarly benefits from Metamagic, notably so you can dish out more damage. The above Metamagic options also work for the Artillerist. But Careful Spell can spare your allies from an ill-aimed thunderwave or fireball, though the Transmutation wizard's Sculpt Spell is better and requires a smaller dip.
Recommended sorcerer subclass: Clockwork Soul
Sorcerer subclasses don't offer a ton for damage-dealers at low levels, so you can pick whichever one has features you like. For example, the Divine Soul lets you tap the cleric spell list and offers Favored by the Gods, which adds 2d4 to a failed saving throw or missed attack roll once per short or long rest. Shadow Magic offers darkvision and can keep you conscious if you'd be knocked down to 0 hit points.
For support artificer/sorcerers, Clockwork Soul has a great 1st-level feature that negates advantage and disadvantage. You also get a nice array of spells, including protection from evil and good, lesser restoration, and protection from energy. (Keep in mind that the Alchemist gets lesser restoration for free at 9th level.) If you decide to delve deeper into sorcerer, the 6th-level Bastion of Law allows you to ward a creature against damage.
Warlock
Although not the most powerful multiclass combination, the warlock has more than enough to lure you into a pact. Whether you like the artificer-warlock will depend on how highly you value eldritch blast, the Hexblade patron, and eldritch invocations. If you just want eldritch blast or a particular invocation, though, just take the Magic Initiate feat or the Eldritch Adept feat from Tasha's Cauldron of Everything.
Ability score spread
INT > CON > CHA > DEX > WIS > STR
Assuming you plan to take eldritch blast, you might want to invest more in Charisma so that your attacks can hit and benefit more from the Agonizing Blast invocation. Otherwise, set your ability scores as you would any other artificer.
Recommended artificer subclasses: Armorer and Artillerist
If you're an artificer who wants to dip their toe in warlock, your best bet is to be an Armorer with the Hexblade pact. However, in low-level campaigns, there's an argument to be made for an Artillerist with eldritch blast.
The Armorer and the Battle Smith are all about dishing out damage. Whether you choose melee or ranged weapon attacks is up to you. For these subclasses, any class that helps you be better at dealing damage is going to be a tempting multiclassing option, and the warlock is one of them.
For the Artillerist, a couple levels in warlock offers you the eldritch blast cantrip and invocations that empower it. These present a solid damage-dealing option to complement the Artillerist's eldritch cannon, though you'll have some reliance on Charisma. If you'd be content with just eldritch blast, consider taking the Magic Initiate feat instead. Keep in mind: this multiclass option (and even the feat) lose a lot of appeal when you hit 5th-level as an Artillerist. This is because the Arcane Firearm feature adds an extra d8 of damage to artificer spells that deal damage, helping close the damage gap between eldritch blast and other cantrips.
Recommended warlock subclasses: Genie and Hexblade
The warlock has two standout patrons that don't require a lot of investment into Charisma.
Genie is worth a glance for the flavor. For Artillerists, Genie's Wrath gets you a little more damage. But the best part about this patron is Genie's Vessel, your own personal sanctuary. Nothing says artificer like someone who sells their soul for a fancy, portable house.
It's no shocker that Hexblade makes an appearance in a multiclassing guide. Although Hex Warrior doesn't do anything for an Armorer or Battle Smith artificer, the gold is in Hexblade's Curse. You can curse a target to gain a bonus to damage rolls equal to your proficiency bonus, roll critical hits on a 19 or 20, and get a small (read: very small) heal when they die. As a warlock, you also get to snag armor of Agathys and hex.
Wizard
We slogged through the druid, the monk, and the ranger. But alas, we made it to the wizard, the juiciest of the juicy classes for an artificer to dip their toe — or hell, the whole leg — into.
There's a lot to love about being an artificer-wizard: full spellcasting progression, ritual casting, and potent arcane traditions. How deep into wizard you go is dependent on which spells from the wizard spell list have caught your eye. But even a one-level dip into wizard can leave you with plenty of utility spells you cast as a ritual, such as comprehend languages, detect magic, and identify, or pick you up some nice damage or control spells that the artificer doesn't get.
Ability score spread
INT > CON > DEX > WIS > CHA > STR
Because wizards rely on Intelligence, you can build your character as you would any other artificer. You're also free to take any spells from the wizard spell list, since your spell save DC and spell attack rolls rely on your Intelligence. Delicious!
Recommended artificer subclasses: Any
Although the Alchemist and Artillerist will be slinging spells more often than the Armorer and Battle Smith, any artificer can benefit from the wizard class. Its spell list can fill any gap in your build.
Both the Alchemist and Artillerist might opt for chromatic orb and other damaging spells that complement Alchemical Savant and Arcane Firearm. Misty step gives these subclasses some much needed maneuverability, while higher-level spells like fireball and haste come much sooner for the wizard than the artificer.
The Armorer and Battle Smith could get by with a one- to three-level dip into wizard. With one level, the Armorer gets shield, which is missing from its spell list. Don't overlook find familiar, though. Your familiar can take the Help action, benefitting you in combat. With three wizard levels, both subclasses can get shadow blade for slightly more damage and advantage on attacks in darkness.
Recommended wizard subclasses: Bladesinging and School of Evocation
Nearly every wizard subclass is worthy of a review when you're an artificer-wizard multiclass. The School of Transmutation is oozing with flavor and Chronurgy Magic's Chronal Shift is a delight for support types, for example.
Bladesinging is a double-edged sword. You can't wear medium or heavy armor, and you can't be holding a shield or two-handed weapon while in your Bladesong. However, you do get an increase to your walking speed, advantage on Dexterity (Acrobatics) checks, and a bonus to saves made to maintain your concentration on a spell. If you're comfortable with a loss in AC, then Bladesinging could make it incredibly difficult for enemies to break your concentration on a spell.
School of Evocation is the subclass you pick when you just want to blow stuff up — and make sure your friends don't get caught in the explosion. This arcane tradition pairs well with the Artillerist, which gets fireball.
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Michael Galvis (@michaelgalvis) is a tabletop content producer for D&D Beyond. He is a longtime Dungeon Master who enjoys horror films and all things fantasy and sci-fi. When he isn’t in the DM’s seat or rolling dice as his anxious halfling sorcerer, he’s playing League of Legends and Magic: The Gathering with his husband. They live together in Los Angeles with their adorable dog, Quentin.
Michael did not sleep for several days to bring you this incredible guide! It’s amazing work, my friend.
Holy crow. I didn't expect a guide with advice for *every* class combo. MICHAEL! What the heck.
But now I gotta ask: If this is 201... What's 301?
There is a case to be made for a warlock/alchemist since you can use spell slots to create elixirs of your choosing.
301 might be home brewing artificer subclasses
It's great that you covered it so thoroughly! Actually giving tips for all the combinations rather than just saying 'don't' like most of the optimisation guides do.
So many cool and flavourful ideas!
Cosplay lessons?
You forgot to mention, in terms of artificer-wizard, that it also gives you access to Cure Wounds, something pure wizards don’t have. Handy if your other healers are too preoccupied to help.
Also, I’d argue that artificer-eldritch knight is a good mix too. Especially with the battle smith relying on INT for attack and damage. And, again, access to Cure Wounds which would be a lifesaver on the frontline especially if an ally is unconscious right next to you and the next turn they could die. And also, more abjuration/evocation spells.
I disagree about the lack of a Monk multiclass option. Artificer-Armorer (14)/Monk-Way of the Astral Self (6) is a fun option. Ability Spread (using point buy) would be 8-13-14-14-14-9, and take the Forest Gnome to shore up the Intelligence and Dexterity. Astral form does not require you to be unarmored, nor do abilities like step of the wind, patient defence or Deflect Missiles. If you want to bump your wisdom, both Stunning Strike and Arms of the Astral Self do not require you to be unarmored to use (though the Arm attacks will be treated as a regular unarmed attack instead of with your Martial Arts die - but certain feats (such as Tavern Brawler) might help offset that. And, if you're lucky with DM permissions, maybe since your fists are clad in special armor, your flurry of blows can be modified to use Thunder Gauntlets (with the Guardian armor option).
Also, monks could benefit from item infusions. And the ability to use spells, thus providing an additional resource outside of ki points.
Lore?
I love the idea of a monk who is also a tavern brawler.
The monk: “My body is a temple, I’m good good good until…” *sees tavern*
His Paladin Buddy: *sighs* “…until you smell mead”
So this isn't quite on topic but I have a forest gnome wizard and am thinking of multiclassing a few levels of artificer. How many levels of articicer should I take and at what level should I I start multiclassing?
Yes! Artificer-eldritch knight is a sweet option.
This is really cool and comprehensive! I also realized something for a real cool multi: Arcane Armor doesn't require the armor to be metal, so it doesn't interfere with Druidic armor dogma/tradition. Time to become a Selfie.
I think there's a bit more to be said about artificer/barbarian when it comes to weapons. Barbarians often have trouble with ranged attacks, so being able to infuse a javelin or hand axe with returning weapon makes a big difference, enabling the character to make ranged attacks (with Extra Attack working just fine) without needing to change weapons at all. There's also the possibility of an armorer barbarian using the Infiltrator armor to get a zero-handed ranged weapon that can use either Dexterity or Intelligence.
Does dndb do infusions well yet?
There are really only a couple of good multiclass tricks with artificer.
The first relates to the Magic Stone spell. You can acquire this with a one level dip, or the Artificer Initiate feat. If you load the stone into a sling you can sneak attack with it, using Intelligence as your attack stat. Handy for a rogue who wants to max out Intelligence instead of Dexterity.
The other is a three level dip into Battlesmith for Intelligence based attacks with all weapons.. As well as Intelligent rogues, this is useful for blade dancers and arcane archers.
There isn't much point in ever taking more than three levels of artificer on a multiclassed character, and artificers don't benefit significantly from dips.
Just get an artificer sidekick to make the barbarian a returning weapon. One role of artificers often overlooked is supplying the party with magic items.
Wow! This is really nice, I look forward to seeing more articles like this.
PS. To the DDB Team: Since it seems Class 101 (or as it seems, 201) is back, does that mean Encounter of the Week might come back?
Lots of great ideas, if the arrival does have a few typos in it. I would at some point like to see the Class 101 series finished, perhaps with a compilation of PHB Wizard and Cleric subclasses. Still, great article.