You are an artificer. You create objects infused with magical power, and your approach to magic is meticulous, rigorous, and scientific. You tinker and experiment with the wild and unpredictable powers of magic, determined to find some order within its chaos. Most every artificer shares this love of tinkering and experimentation, though their specialties often differ. All artificers are specialists in one way or another. Your specialty may be in the art of alchemy, combining reagents in order to create new and powerful compounds; or in artillery, using magic to create weapons that rain arcane destruction upon your foes; or in the vital role of battle smithing, creating defenses and healing allies with your magical creations.
Artificers are most common in the world of Eberron, as described in Eberron: Rising from the Last War. However, artificers of some sort can be found all throughout the D&D multiverse. You can find artificers in the Forgotten Realms on the isle of Lantan, among the gnomes of Hupperdook in Wildemount, and filling all levels of prestige within the ranks of the Izzet League on the world-city of Ravnica—just to name a few settings where artificers can be found. If you’re playing D&D in another world or in a homebrew setting, talk with your Dungeon Master about how you could integrate artificers into this world.
Artificers are a spellcasting class, similar to a paladin or ranger. They gain access to new spell levels at half the rate that “full casters” like clerics, druids, and wizards do, but they make up for it by having a host of powerful class features to supplement their spellcasting. Artificers are best known as jacks-of-all-trades whose unique powers of magic item creation allow them to contribute passively be aiding their allies. However, they are far from a one-trick pony. The three different artificer subclasses presented in Eberron: Rising from the Last War give all artificers a wide variety of roles they can play in any D&D party.
If aiding your allies, crafting magic items, and turning magic into science appeals to you, read on! Let’s create an artificer!
You need to own the artificer class from Eberron: Rising from the Last War to make full use of this guide. If you don’t want to purchase the full book, simply purchasing the artificer subclasses a la carte on its product page will also give you access to the full artificer subclasses.
Quick Build Expanded: Building your Artificer
This isn’t a character optimization guide, but the first step in playing your class effectively is building it effectively. The Quick Start guidelines in Eberron: Rising from the Last War are a good start, but don’t go far enough for most new players. Here’s an expanded Quick Start guide. This guide assumes you’re using the D&D Beyond Character Builder, which includes helper text for new players.
- Under “Character Preferences,” turn off “Playtest Content” and “Show Unarmed Strike”
- Choose your Race. While any race can be a good artificer, the most powerful artificers tend to be from races that improve your Intelligence score. Intelligence is your most important ability score because it determines the power of your spells and class features.
- Gnomes are the archetypal artificers, because of their proclivity for tinkering in many D&D settings, such as the Forgotten Realms, Eberron, and Wildemount. Their +2 bonus to Intelligence reflects this love of experimentation.
- If you’re playing in the Ravnica setting, Vedalken are logic-focused perfectionists that make good members of the Izzet League, a guild known for their artificers. Their +2 bonus to Intelligence likewise reflects a cultural predisposition to inquiry and education.
- High elves are a good choice from the Player’s Handbook, but consider how your character may be bucking tradition by studying the newer art of artificing instead of more the more respected art of wizardry.
- Try out other races, even ones that might not give your character a bonus to Intelligence. What race best fits the story you want to tell?
What Kind of Artificer are You?
Artificers are a highly flexible class that gives you an immense amount of freedom in how to support your party. You have the unique ability to passively support your party by giving them items that you’ve infused with magic, while also being able to contribute actively through your diverse selection of spells and class features. That is to say, even though artificers are almost always best off supporting their party by improving their allies’ strengths, they can still kick butt on their own when they need to.
When just beginning your artificer career, your spell selection will largely determine your role in the party. Take these early levels to play around with spells, finding ones you like and determining how you can best fit into your party that way. Then, once you reach 3rd level, you can choose what kind of Artificer Specialist (hereafter referred to as a “subclass”) you want to be. This decision will carve out a thematic and mechanical niche for your character.
The best roles for an artificer are Offense, Tank, and Support. These terms are just shorthand; no part of the D&D rules refer to characters in this way, but it’s an easy way to discuss the different roles characters serve in combat. The three different artificer subclasses presented in Eberron: Rising from the Last War also provide powerful features that solidify your role in the party. You will always have elements of the Support role, simply due to the nature of your class.
Offense
Artificers that want to use their creations to destroy are best suited to the Artillerist subclass. Your Artillerist Spells grants you access to a host of destructive spells. Moreover, your Eldritch Cannon and Arcane Firearm features allow you to pump out serious damage, while still being able to buff and protect your allies if you need to. Battle Smith artificers can also deal serious damage through their spells and through powerful buffs, and their versatile Steel Defender pet makes it easy to deal damage at a distance.
Though it’s still in playtesting, the Armorer subclass also has excellent stealth and damage-dealing capabilities, thanks to its Infiltrator Power Armor and Extra Attack features.
Tank
Most artificers reactively protect their allies through healing spells and other buffs. If you want to proactively protect your allies, the Armorer subclass is your best bet. Though it’s still in playtesting, the Armorer’s Guardian Power Armor gives you everything you need to tank hits like a linebacker. Between your Thunder Gauntlets (which incentivize enemies you hit to attack you instead of your allies) and your Defensive Field (which allows you to gain temporary hit points every single turn), you’re able to make yourself the center of attention in any combat scenario.
Support
All artificers have elements of the Support role in them, but no artificer fills this role quite as masterfully as those who choose the Alchemist subclass. Your Alchemist Spells and Experimental Elixirs are able to give you and your allies useful buffs, allowing you to heal allies, buff them with magic, and deal damage all at once. The Battle Smith also allows you to fill a Support role admirably, by using your spells to create defensive barrier while commanding your Steel Defender to flit about the battlefield, healing allies as needed.
Quick Build Expanded (Part 2)
- Place your highest ability score in Intelligence. The best place to put your second highest ability score depends on what role you want to fill in combat.
- If you want to fill the role of Offense in your party and focus on dealing damage, place your second highest ability score in Strength (or Dexterity, if you can on using ranged or finesse weapons).
- If you want to be a Tank or Support character, but your second highest ability score in Constitution so that you can take more damage and still survive.
- Choose any background that fits your character concept. There are a number of new backgrounds in Eberron: Rising from the Last War tailored specifically to that world, but also consider the classic backgrounds in the Player’s Handbook. Were you an acolyte that was banished from their monastery for creating strange inventions? A guild artisan who made a modest living as an alchemist, but wanted to learn more? The options are endless!
- Finally, determine your equipment. For an easy selection, click on “EQUIPMENT” when promoted to “Choose EQUIPMENT or GOLD”.
- Your two simple weapons can be anything that you think fits your character’s aesthetic.
- If you want to be a Tank or Support, choose scale mail as your armor. If you want to be a stealthy Offense character, choose studded leather armor instead.
An Artificer in Combat
Artificers aren’t front-line combatants—at least, not at 1st level. Those who learn the ways of the Armorer or the Battle Smith at 3rd level might disagree. In fact, some might say that the most important part of an artificer’s day is the beginning, long before any sort of dangerous monsters have reared their ugly heads. Your combat abilities are limited at 1st level—with a limited number of spell slots and only simple weapons and a pair of cantrips to use when you run out. However, if you can survive 1st level, your true powers as an artificer start to reveal themselves at 2nd level.
This power is the ability to Infuse Items with magic, turning them from mundane trinkets and tools into objects of mystic potency. Your real goal in combat is to strategically deploy these items among your party members before combat begins. The Artificer Table tells you two vital pieces of information about your Infuse Item feature: how many different infusions you know, and how many items you can infuse at once. When you first gain this feature at 2nd level, these numbers are 4 different infusions known and 2 items infused.
Because of their spells and their infusions, artificers have dozens of discrete decisions that they can make every day of their adventuring career. There’s a strong case to be made for saying that the artificer is the most granular class in D&D. It can be overwhelming if you aren’t used to making lots of minute decisions.
To alleviate some of the anxiety of choosing spells and infusions, a selection of sample spell lists and infusions have been provided below. These sample lists are based on your preferred role in the party, and can easily be changed to fit your personal vision for your character. Since you can prepare spells directly from the Artificer Spell List and from your list of Known Infusions, you have an immense amount of flexibility to “re-spec” your artificer’s loadout if you aren’t a fan of it.
If you find that an infusion isn’t working for you, you can exchange one infusion for another whenever you gain a level in this class. But you can only exchange one infusion per level up, so don’t think you can swap out your entire list of infusions whenever you gain a level. You can (and should) tailor these lists of known infusions and prepared spells to not just your personal preference, but also to the sort of challenges you are facing in your own campaign.
All Artificers
At 1st level, you gain the ability to cast spells from the artificer spell list, and the ability to tinker with mundane objects in order to infuse them with a minor sort of magic. This is a great time to get a feel for your role in the party.
At 2nd level, you gain the ability to infuse items with even greater magical power, and start learning Infusions. This is where you truly come into your own as an artificer. Which infusions you’ll want to learn vary based on your role in the party.
At 3rd level, you become a Specialist, focusing on creating a certain type of magical wonder. Alchemists create miraculous potions, Armorers create power armor that they alone can use, Artillerists create explosive walking turrets, and Battle Smiths create a battle companion with a hide of steel. You can also use your magic to create a set of tools for any occasion, which can help both you and your allies skilled in the use of tools.
At 4th level, you gain an Ability Score Improvement or a feat! Most artificers want to maximize their Intelligence score as quickly as possible to increase their spells’ potency, but you may wish to choose a feat to further specialize your role in the party.
At 5th level, you gain access to 2nd-level spells, and you gain a new feature from your subclass. This marks a huge increase in potential power!
Offense
Though artificers don’t have as many spell slots as wizards and other “full casters,” they have other ways of putting the hurt on monsters. All artificers can infuse items with offensive enchantments that either they or their companions can use to improve the damage-dealing potential of your entire party—and you also have access to magical power gauntlets as an Armorer and martial weapons as a Battle Smith, to say nothing of the walking turret you can create as an Artillerist.
At 1st level, you learn two cantrips from the artificer spell list. You can replace one cantrip whenever you level up, so feel free to play around. It’s worth having at least one of these cantrips be one that can deal damage for now, like fire bolt or frostbite since you don’t have any damage-dealing subclass features to rely on yet. Try to stay out of the fray for now! You aren’t as tanky as a fighter or a paladin yet!
Also at 1st level, you gain the ability to prepare and cast 1st-level spells from the artificer spell list. You can prepare a number of spells equal to your Intelligence modifier plus half your level in this class, rounded down—this means you can probably prepare 3 or 4 different spells right now, and this number is only going to go up as you gain levels!
Catapult is a hilarious way for an Artillerist to chuck a nearly-destroyed Arcane Turret at an enemy—especially once they gain the Explosive Cannon feature at 9th level. Other than that, artificers don’t have many damage-dealing 1st-level spells (outside of their subclass-specific spell lists). Consider preparing spells that hinder enemies, like grease, or spells that make it easier to hit foes, like faerie fire.
At 2nd level, you gain the ability to infuse items with magic. As an Offense-focused character, consider learning infusions that deal damage or make it easier to deal damage, such as Enhanced Arcane Focus, Enhanced Weapon, Repeating Shot, or Returning Weapon. Choosing two or three of these offensive infusions, and one or two utility infusions makes for a balanced and versatile character.
At 3rd level, you gain the ability to prepare another 1st-level spell from the artificer spell list, you gain the situationally useful Right Tool for the Job feature, and get to choose your Artificer Specialty. As an Offense artificer, consider choosing Armorer, Artillerist, or Battle Smith. You also gain two 1st-level spells from your subclass’s spell list. These spells are always prepared!
At 4th level, you gain an Ability Score Increase, or a feat! If you want to improve your chances of dealing greater damage, you should put both points into Intelligence. If you want a feat to help improve your damage output, consider the Lucky, Spell Sniper, or War Caster feats. If you're playing an Armorer, the Skulker feat pairs well with your sneaky, roguish Infiltrator feature.
At 5th level, you gain the ability to cast 2nd-level spells! When preparing spells, you can now choose 1st- or 2nd-level spells from the artificer spell list. Don’t prepare too many 2nd-level spells, but heat metal and web are two great spells that can give you an edge in combat. You also gain two 2nd-level spells from your subclass’s spell list. These spells are always prepared!
You also gain a new feature from your chosen subclass! Both the Armorer and the Battle Smith gain the Extra Attack feature, which makes you even more useful when fighting with weapons. The Artillerist gains the ability to craft an arcane firearm that improves the damage of your spells.
Tank
Tanks are frontline combatants that, paradoxically, don’t always care about dealing as much damage as possible. They are walls of steel and determination, eager to goad enemies into attacking them instead of their allies. Making yourself a scary target by dealing as much damage as possible is certainly an option, but subclasses like the Armorer have specific mechanics in place that discourage enemies from attacking anyone other than you, making them excellent tanks.
At 1st level, you learn two cantrips from the artificer spell list. You can replace one cantrip whenever you level up, so feel free to play around. Frostbite is an excellent tanking cantrip, since it both deals moderate damage and makes it harder for the target to hit with its next attack. Beware the heat of combat for now—you don’t have access to heavy armor until 3rd level, and your hit points aren’t amazing, so your tanking abilities aren’t quite up to par yet!
Also at 1st level, you gain the ability to prepare and cast 1st-level spells from the artificer spell list. You can prepare a number of spells equal to your Intelligence modifier plus half your level in this class, rounded down—this means you can probably prepare 3 or 4 different spells right now, and this number is only going to go up as you gain levels!
False life can give you an extra buffer of hit points before fights begin (though it becomes obsolete once you gain the Defensive Field feature at 3rd level), and sanctuary can help you protect frail allies from harm. You don’t have access to many damage-dealing spells, so focus on keeping your foes’ attention using your simple weapons and cantrips for now!
At 2nd level, you gain the ability to infuse items with magic. As a Tank, consider learning infusions that mitigate damage or give your allies the ability to deal more damage, such as Enhanced Arcane Focus, Enhanced Defense, or Enhanced Weapon. Choosing two or three of these combat-focused infusions, and one or two utility infusions makes for a balanced and versatile character.
At 3rd level, you gain the ability to prepare another 1st-level spell from the artificer spell list, you gain the situationally useful Right Tool for the Job feature, and get to choose your Artificer Specialty. As a Tank, your best choice is undoubtedly Armorer. You also gain two 1st-level spells from the Armor Spells list. These spells—magic missile and shield—are always prepared!
Also at 3rd level, you gain the Power Armor feature from the Armorer subclass. Your Power Armor is incredibly versatile, being able to switch been Guardian and Infiltrator mode whenever you complete a short or long rest. The Guardian mode is going to be your most-used mode as a Tank, but the Infiltrator mode is useful when stealth is required. While in Guardian mode, you gain the ability to activate a Defensive Field as bonus action each turn, which grants you temporary hit points equal to your level in this class. More than that, whenever you hit a creature with your Power Armor’s Thunder Gauntlets, that target is discouraged from attacking anyone other than you. It’s a Tank’s dream!
At 4th level, you gain an Ability Score Increase, or a feat! If you want to improve your spells’ potency, you should put both points into Intelligence. If you want a feat to help improve your defensive capabilities, consider the Heavy Armor Master, Sentinel, or War Caster feats.
At 5th level, you gain the ability to cast 2nd-level spells! When preparing spells, you can now choose 1st- or 2nd-level spells from the artificer spell list. Don’t prepare too many 2nd-level spells, but enlarge/reduce and heat metal are two great spells that can give you an edge in combat. You also gain two 2nd-level spells from your subclass’s spell list. These spells are always prepared!
As an Armorer, you also gain the Extra Attack feature, which helps you hit more foes with your Thunder Gauntlets, encouraging even more enemies to attack you instead of attacking your allies!
Support
All artificers are Support characters in one way or another, thanks to the spells available to them and the way Infuse Item encourages sharing your creations with your allies. Nevertheless, some artificers focus on support more completely than others. The Alchemist and Battle Smith artificer subclasses each have their own unique method of approaching the role of support, with the Alchemist serving as a back-ranks healer and master of buffs and debuffs, while the Battle Smith wades into battle with an mechanical companion, charging through the battlefield as a dangerous and inspiring combat medic.
At 1st level, you learn two cantrips from the artificer spell list. You can replace one cantrip whenever you level up, so feel free to play around. Guidance is an essential support cantrip, since it can cheaply and easily improve your allies’ odds of success on almost every non-combat roll in the game. Magic stone is a useful combat cantrip for you as well, since you can share your enchanted ammunition with your allies.
Also at 1st level, you gain the ability to prepare and cast 1st-level spells from the artificer spell list. You can prepare a number of spells equal to your Intelligence modifier plus half your level in this class, rounded down—this means you can probably prepare 3 or 4 different spells right now, and this number is only going to go up as you gain levels!
Cure wounds is a vital healing spell for you, and grease is a wonderful multi-purpose spell that is useful in both offensive and defensive combat situations, escape scenarios, and even certain social situations.
At 2nd level, you gain the ability to infuse items with magic. As a Support character, consider learning infusions that are useful outside of combat, allowing your party to do useful things when survival isn’t their chief concern. The most significant out-of-combat infusion is Replicate Magic Item, which has incredible utility due to the wide variety of items it can create. It’s also worth picking up a few combat-focused infusions like Enhanced Arcane Focus, Enhanced Defense, or Enhanced Weapon, as well.
At 3rd level, you gain the ability to prepare another 1st-level spell from the artificer spell list, you gain the situationally useful Right Tool for the Job feature, and get to choose your Artificer Specialty. As a Support artificer, consider choosing either Alchemist or Battle Smith. You also gain two 1st-level spells from your subclass’s spell list. These spells are always prepared!
As an Alchemist, you gain the power to create Experimental Elixirs at 3rd level. Experimental Elixirs are volatile concoctions that can improve you or your allies’ power in wild and unpredictable ways. Alternatively, you can imbue the elixir with the power of one of your spell slots to choose exactly how it functions, rather than its powers being determined randomly.
As a Battle Smith, you can create a durable Steel Defender at 3rd level. This faithful companion can flit about the battlefield, dealing damage or repairing objects while leaving you free to support your companions with healing spells, buffs, or debuffs. Your defender can even serve as a mini-Tank by using its Deflect Attack reaction to impose disadvantage on attacks made against other creatures. If your defender falls in the line of duty, you can spend an action using your artificing skills to kick-start its magical self-repair mechanisms.
At 4th level, you gain an Ability Score Increase, or a feat! If you want to improve your spells’ potency, you should put both points into Intelligence. There aren’t a lot of feats that are immediately useful to you, but the Healer feat can help you heal your allies without spending your precious spell slots.
At 5th level, you gain the ability to cast 2nd-level spells! When preparing spells, you can now choose 1st- or 2nd-level spells from the artificer spell list. Don’t prepare too many 2nd-level spells, but aid and invisibility are two great spells that can improve your allies’ odds of success in a wide variety of situations. You also gain two 2nd-level spells from your subclass’s spell list. These spells are always prepared!
As an Alchemist, you also gain the Alchemical Savant feature, which improves the power of your spells that restore hit points, or deal acid, fire, necrotic, or poison damage. Remember that your artificer spells aren’t quite like normal spells—rather than waving your hands and causing magic to appear, you’re rapidly concocting potions and compounds, and hurling them at enemies or smearing them on allies.
As a Battle Smith, you gain the Extra Attack feature, which makes you even more useful when fighting with weapons. Sometimes the best support is just another ally with a blade fighting at your friend’s side!
Creating Stories as an Artificer
Artificers are complex characters to play, even with the D&D Beyond Character Sheet keeping track of your spells and infusions, and updating your Steel Defenders’ stats every time you level up. With some many moving parts, it’s easy to get wrapped up in the mechanics and forget about your class’s incredible storytelling potential.
Even though they can be found in one way or another in most worlds in the D&D multiverse, artificers feel like they break the mold of traditional medieval fantasy. Even wizards, who study magic diligently over centuries, consider magic more of an art than a science—they’re called the arcane arts for a reason, after all. You, however, are an artificer. You are a scientist, with reason and experimentation as your allies, not mysticism and ritual. The ideals of modern-day empiricism and the scientific method may lead to you to try to unravel the secrets of a world where the inexplicable and the supernatural occurs on a daily basis.
In Eberron, artificers—particularly those of House Cannith—were responsible for untold suffering in the near-apocalyptic Last War. Consider how you feel about your role, or perhaps the role of your mentors or ancestors, in the creation of weapons of hitherto untold destruction. Are you like the plane-traveling artificer Vi, who seeks to set things right across the multiverse, perhaps in vain? Or do you embrace your terrible creations in the name of progress?
In other settings, artificers avoid the spotlight of history. The tinkerers of Lantan in the Forgotten Realms have created wondrous things, like nimblewrights and the submersible craft known as the Scarlet Marpenoth (seen in Waterdeep: Dragon Heist), but they are not renowned for their creations. Wizardly, clerical, and druidic magic are so entrenched in the ceremonies, politics, and traditions of the Sword Coast that the relatively new tradition of artificing has not yet gained the cachet to supplant them. Will your masterworks bring you fame, and draw the eyes of the world to your craft?
You can even consider how you cast your spells. Artificers cast spells through tools and creations, not through arcane foci, spell components, or other such mystical nonsense. Your tools create reliable, replicable results, not through the manipulation of some intangible Weave of Magic. Alchemists craft potions on the fly, hurling vials of rapidly brewed acid when they cast acid splash. Battle Smiths draw forth a roll of gauze from their pack and draw a thumb along it before pressing it to their allies’ wounds, healing them with miraculous haste when they cast cure wounds. Armorers hurl tiny metal bullets that flare to life as magic missiles.
How do your spells work? What story do you want to tell? How will your creations change the world?
Class 101 is back! With the Artificer class now in the weekly rotation, look forward to seeing a full breakdown of these three subclasses in future installments of Class 101. In the meantime, look forward to next week’s installment: the barbarian’s Path of the Battlerager, a spike-covered brawler from the Sword Coast Adventurer’s Guide. What's your artificer character like? Let us know in the comments!
James Haeck is the lead writer for D&D Beyond, the co-author of Waterdeep: Dragon Heist, Baldur's Gate: Descent into Avernus, and the Critical Role Explorer's Guide to Wildemount, a member of the Guild Adepts, and a freelance writer for Wizards of the Coast, the D&D Adventurers League, and other RPG companies. He lives in Seattle, Washington with his fiancée Hannah and their animal companions Mei and Marzipan. You can find him wasting time on Twitter at @jamesjhaeck.
While the Armor of Magical Strength is definitely super useful and arguably overpowered, it isn't obtainable till level 10. If you're starting off at lower levels, you'll usually spend a lot of time not being at least level 10, so for up until then, if you'd like to do well with strength-based things, you'll need a decent strength score. Outside of that, you might not want to be the one wearing your armor of Magical Strength, you might want to give it either to your wizard friend (possibly a hobgoblin or dwarf who picked up armor proficiency from race, or any who put in a feat for it) or even your Bloodhunter pal (their spellcasting ability was switched to Intelligence), so they can have that boost.
And the biggest thing you'll need a good strength score for is your carry weight, while the Armorer's power armor removes the strength requirement, it does not make it weightless nor does the Armor of Magical Strength. Even if you aren't using the variant encumbrance, the amount you can carry and be able to move is your STR score*15. Plate armor by itself weighs 65 lbs, you need at least a 5 strength score to carry it if you're completely naked and have nothing else. Throw on a bag of holding and you'll need at least a 6 in strength, the total comes to 80 lbs. After that, you'll probably have other things that you want outside of your bag of holding for easier access, stuff like weapons (if you aren't Iron Man), a shield, possibly some healing potions, your wide variety of magical items, either found, created, or infused, and anything you want to carry that was just a bit too big for your bag of holding. So yeah, you don't need to focus on having a good strength, but it's always nice to have a decent strength score just so you can pick junk up without having to worry about being to physically weak to move
That, or you prefer having the vastly more powerful Armor of Tools equipped at any given moment, I'll happily take the ability to add my Int modifier on top of expertise and another ability modifier. The checks you can make with the Armor of Tools is insane with the Artificer's abilities
EDIT: that last bit about the Armor of Tools is kind of a joke, but it does make the artificer nearly incapable of failing any Tool check with the other abilities it has
Thanks James. Great article about class I've never been sure of the role of.
As a long time Eberron-fan, I'd never had a chance to play an artificer until recently. My experience is that they seem to be an awful lot of fun, especially towards the mid levels (at least my hobgoblin artillerist Kruuhl is.) They feel a little underpowered at low levels but after that they seem to come into their own. (Especially the Protector mode of the Eldritch Cannon - sooo useful)
Keep the good stuff coming
Hiccup Haddock as a d&d class. If anyone knows httyd, you will understand this.
For Theros consider an artificer as a character whose fascinated with collecting various curios and baubles that have been touched by the gods over the years. An olive branch from a tree that was touched by Purphoros during one of his fits of rage and now the branch throws motes of flame 'casting' Firebolt. Perhaps they've collected rain water that Karametra sent to help her followers' crops to fight off a famine and now that water can be be sprinkled to 'cast' Cure Wounds?
My previous post was too fast and curt, my apologies. I see that you have fixed this in the Offense section, but it is still not correct in the other sections.
Also, this changes some of the text when you are talking about hitting 3rd level, since you don't actually get to prepare another spell at that level, but rather at 4th level.
That's a bunch of replies telling me to look at the DMG or Xanathar's Guide, both of which I own, and both sets of item creation rules are familiar to me. But the reason I read this guide was for insight into using the class, I feel like you could have paid more attention there. I get that this was a guide focused on creating the character, so focusing on the lower levels is more important and bringing up a level 10 feature is not as germane. But the Artificer doesn't have to be level 10 to make things, just to make them more cheaply. Artificers can get a lot of tool proficiency before level 10, and ignoring that fact is like ignoring skill proficiency in a Rogue.
It was an important and defining concept in developing the class according to D&D streams w/ J.C. that Artificers are the creators of magical things. That's why Magical Tinkering has no inherent time limit to how long things work: you're putting new things out into the world from level 1. The role of Artificer as Creator is just as integral thematically as the roles of Tank, Support, etc. are mechanically.
Do you want to make your Artificer particularly adept at liquid magics? Alchemist synergizes with Herbalism Kit and Poisoner's Kit proficiency, as well as the UA Poisoner feat. Want to focus on damage? An Artillerist can turn their utilitarian spells into wands and scrolls ahead of time and save memorization slots for more damage dealing options. The UA Armorer is about as good as the best armor they can find, but why wait to find it if you can make it yourself?
Like I said, I feel like this guide was lacking in insight into this facet of the class, which I feel is close to its essence. Someone replied to me saying "item creation in 5E is much rarer and not regarded as something that player characters will be doing on a regular basis anymore", but it seems to me like simply putting the Artificer into the world is a conscious push in the exact opposite direction.
And as long as you're mentioning Xanathar's Guide, the section on Tool Proficiencies has plenty on their utility in different endeavors. You could also bring up the different ability scores commonly associated with the different tools. For example, if you're talking about party roles, you wouldn't want to throw away Dexterity completely if your Artificer is the party's Scout (after all, Artificers are the only class aside from Rogues to get Thieves' Tools proficiency for free).
You mentioned that the Artificer will be the first class covered when you cycle through again. I look forward to a deeper dive into the concept of Artificer as Creator or Scout, some of the synergy that can arise from its focus on Intelligence, and how to maximize the usefulness of the myriad tools at the Artificer's disposal (including the discussions to have with your DM about how they will allow them to be used).
Also, not to mention that, out of the box, an Artificer is actually potentially way better at picking locks than a Rogue. With the Gloves of Thievery infusion always available and level 6 Tool Expertise, you could have a +15 to picking locks with a totally doable +4 Dexterity modifier. At level 9 with 20 Dexterity, you could be looking at a mind-boggling +18 to picking locks. There are so many ways to build it. I feel like this whole "Offense, Defense, and Support" is way too coarse-grained for something as detailed as the Artificer.
The biggest reason that I don't think these guides should specifically talk about creating items outside of the class abilities is that last thing you mentioned. It is completely up to the DM how your tools are used and how PC's can create items. I agree that it is thematically an important part of the class, but technically any character (up till level 10) is as good as the Artificer at creating magic items. It isn't up to a guide on the internet how permanent magic items can be created. It's up to the DM, and since there isn't a lot of creating permanent magic items in the class itself, I would avoid giving out the idea the Artificers are somehow mechanically better at it with anything other than their level 10 ability. They simply aren't.
So if it's mentioned at all in the next guide, it should really only be something along the lines of, "if you'd like to create items outside of your infusions, talk with your DM about how you can do that. There are guidelines to creating magic items in the DMG and XGtE."
Thanks for the feedback, Geldarion and Philosoranter. Nevertheless, this broad approach is perfectly suitable for a 101 guide. This is an absolute beginners guide, not an optimization tool. I hope you'll continue sharing this sort of advanced advice among other players here in the comments, or on the forums!
That is perfectly fair! Thank you for your response!
I just read the artificer class in Eberron. I just can't resist the feeling that unearthed arcana version of artificer was much more interesting then this Eberron version. Anyone else?
If you're talking about the 2019 UA versus the 2016 UA, there's a published version of Artificer from Eberron: Rising from the Last War. I personally enjoy the official version much much more than either of the UA's, and this guide goes over that one.
I agree with your first point, that there is a lot up to the DM in rules regarding item creation. The guide in XGtE calls out in particular the story implications of trying to create a magic item. That's where I think an imaginative Artificer player can potentially come into conflict with their DM, and why I think that's an important thing to reference in a player guide for the Artificer.
I disagree with your statement that Articifers are not better than other characters at creation: to create magical items you need spell slots, and of the spellcasting classes (Artificer, Bard, Cleric, Druid, Ranger, Paladin, Sorcerer, Warlock, Wizard) only the Druid gets any tool proficiency (Herbalism Kit) from their class. Furthermore, even if another character gets tools from feats, racial features, or backgrounds, the Artificer is just going to have more of them. Even before feats, racial features, and backgrounds are considered an Artificer will have 4 tool proficiencies by level 3. So if reliance on a tool is a part of magical or non-magical item creation, the Artificer has a unique advantage. Maybe a Wizard can make a wand or scroll, but an Artificer can make a wand, a scroll, a breastplate and an omelette. (100% of my Artificers take Cook's Utensils proficiency.)
There is indeed way too much flexibility in D&D to completely cover anything, so I respect your choice in limiting the scope of the guide. I was just saying what I expected before reading it, and that arises from my understanding of what is at the core of the class and what might draw someone to choose it. I don't think a consideration of tools and creation with regard to the Artificer is any more advanced than describing a Catapult spell to launch a turret (though my points are certainly less hilarious). The Artificer is uniquely positioned at level 1, more so at level 3, to make both magical and non-magical items; your guide goes up to level 5.
Nor to I think my points had any more to do with optimization than going nuts-and-bolts on what spells to focus on at what level, what infusions to take, and how to position them in the party.
But if you're focused on the Artificer's potential and apt roles in adversarial encounters specifically, you have achieved the goal you set out to do with this guide.
This is a fantastic guide. Thanks James.
look in ebberon and artificers start with spellcasting meaning it has to round up so you made him make a typo for some reason
No, you are talking about how it counts with regards to multiclassing and its spellslots. I was talking about prepared spells.
Quoting the Preparing and Casting Spells section:
This hurts the spirit
yes but i dont know what subclass
he has a flametongue
fffffffffffffff
I like the idea of artificers being able to cast spells with artisan’s tools, meaning there can be a cook artificer who summons magical cupcakes for cure wounds, a painter artificer who paints objects that then become reality using creation, a weaver artificer who weaves even steel back together to produce the effect of mending, a glassblower artificer who produces molten glass and shapes it into a cloud of daggers, etc.