Published: July 23, 2021

Last modified: August 21, 2023

Complete Artificer Class Guide for D&D 5E

Author: Richard Tavadon

Welcome to the Artificer class guide on Tabletop Builds! Our class guides are intended to be a comprehensive source for optimization information related to each of the classes in D&D 5E. This one will be focusing on the Artificer class.

Confused about what our star and color ratings mean? Here is the explanation.

What is an Artificer?

If a Wizard is the magic equivalent of a scholar, then an Artificer is an engineer. In the past, Artificers have been at their strongest when tied to crafting rules, and they are known for their ability to make the most out of magical items. In D&D 5E, Artificer had a long path to becoming official, with multiple reworks over a few years in Unearthed Arcana.

Roleplay-wise, you might want your character to be an Artificer if you imagine them as a gearhead who likes to tinker with things, or a mad scientist who uses magic to concoct evil machinery. Artificers are often associated with machines, but remember the theme is really just making magic items and using any artisan’s tool to accomplish this. Maybe your artificer infuses items by magically painting an object using painter’s supplies or casts spells by referencing leyline maps from their cartographer’s tools. Perhaps you envision your character to bring together the best of both worlds using technology and magic. Or maybe you really want to whip up your original firearm and start blasting. In any case, if you want to play a builder, crafter, designer, architect, or an engineer with some magic mixed in, then Artificing is for you.

The Artificer is sometimes called a “half-caster+”. This means that they are a half-caster but at level one, they are (mostly) equal to the full casters in terms of spells, and they gain cantrips automatically. Additionally, unlike other half-casters, Artificer levels are rounded up when determining overall caster level for the purposes of determining a character’s spell slots. “Half-caster+” is truthfully a bit of an overstatement, as after level 1 you go to normal half-caster spell progression. You do get cantrips, which are nice, but you will basically be choosing guidance and a damage cantrip (traditionally fire bolt but acid splash comes out a bit ahead if you can hit two targets).

When it comes to skills and tools, the Artificer is definitely a standout class. The ubiquitously useful Perception skill is on the class’s skill list, and helps detect traps, secret doors and enemy ambushes. Other useful skills to pick up from the list include Arcana, proficiency with which is a prerequisite for making scrolls, and Investigation.

The Artificer is the best tool user in the game. While tool proficiencies might not be used a lot in some games, they can be exceptionally useful when using the optional rules in Xanathar’s Guide to Everything. The Artificer gains proficiency with three different tool kits, and will eventually gain Expertise with them. Thieves’ tools in particular can come in handy, even in games where other tools are generally ignored. It is highly recommended that you get proficiency in a wind instrument so that you may effectively utilize pipes of haunting.

Whether the Artificer can keep up with its party members in terms of optimization depends on multiple factors, like overall party optimization level, the tier of play it is used in, and the choice of subclass and spells. The most powerful way to use the Artificer class is taking just one level, maybe two levels and finishing out in Wizard, but we are going to assume that this guide is for those interested in playing a build that is mostly Artificer.

A highly optimized Artificer is generally fairly easy to play, using pipes of haunting and/or web, which are fairly effective and the correct choice in most situations. Though it can be somewhat unintuitive to realize how important these two options are.

At high levels, the Artificer’s features don’t keep up with the reduced spell slots they get compared to full casters, and their spell selection becomes somewhat limited. They have workable 3rd to 5th level spells, but no standouts like wall of force. Still, pure Artificers like our Basic Build can reach Mid Op, and in most parties you will have no problem contributing at any level.

On 'Tech'
Throughout this guide, certain ‘tech’ will appear where appropriate, in a box that looks like this. Tech are techniques based on the Rules as Written which may not be obvious upon first reading. Tech sometimes relies on subtle aspects of the rules which people can disagree on. Bring tech up with your DM before you use it, or be prepared to be told “no.” Communication is key! We will mention it as we go, but we will not include it in our evaluations because of table variance.

What is the Artificer good at?

Offense
Artificers generally have a lackluster ability to deal damage. Artificers are usually better off using their options and resources in other ways than dealing damage, considering the high opportunity cost of doing so.

A Battle Smith can deal good damage with weapons using feats, and has some nova options between smite spells and its Arcane Jolt, but no class feature lends itself towards anything particularly impressive.

The Artillerist can theoretically combine their empowered cantrips, Eldritch Cannon and blast spells to achieve a relevant damage output, though it should be noted that there are generally more optimal gameplay decisions to be made over just dealing damage.

The remaining Armorer and Alchemist subclasses also have features that can increase their damage, but they are even worse than Battle Smith and Artillerist’s options and not worth focusing on.

Defense
In our article: The Squishy Caster Fallacy, we went into detail about ‘sturdiness’. Sturdiness is a specific measure of a character’s defensive capabilities. Increasing sturdiness comes down to being able to minimize effects of enemy abilities with save DCs via saving throws, and the ability to avoid enemy attacks via Armor Class. Of course, both are functionally also tied to the total amount of hit points a character has. As a class, Artificers are reasonably sturdy. They start off with proficiency in medium armor and shields, for up to 19 AC, and despite a d8 hit die, they can often afford to have a 16 Constitution without sacrificing much. The class also innately has proficiency in Constitution and Intelligence saving throws. Proficiency in Constitution saving throws is excellent for maintaining concentration. Intelligence saving throws are rare but deadly. Armorers get an additional 1 AC from heavy armor, and Battle Smiths get a pet that can soak up attacks and impose disadvantage on enemies attacking them or their allies. Artillerists have access to a potent temporary hit point generating ability that helps keep both the Artificer and everyone else in the party alive. The Artillerist and Battle Smith also gain access to shield, but the other subclasses inherently lack this important defensive tool. However, all Artificers are able to cast absorb elements to help mitigate unavoidable damage from spells and dragon breath.

Control
The Artificer has access to some solid lower level crowd control spells. Unfortunately, as a half caster, slots can be tight. Once they get a Spell-Storing Item, casting web for essentially no cost can come in handy. It is among the best spells in the game after all. They aren’t the best at crowd control, and are always behind the true spellcasters, but they have enough to get by. At level 6, they get access to pipes of haunting which allow them to have a ton of crowd control relatively cheaply.

Support
When it comes to supporting the party, the Artificer has a number of useful tools. To start off, Artificers can give out magic items to allies, such as items guaranteeing concentration saves, +1 weapons, or even boosts to initiative. They are not going to be as effective at support as a Wizard, but if they use all of the tools of the kit, they can certainly provide many valuable utilities. The Artificer also has a few nifty tools that can help keep people alive. Cure wounds, aid, and revivify are about the only options from the core class, but every subclass printed thus far has ways to help keep the party up and alive. The Artillerist really shines here with the Protector Eldritch Cannon, which is excellent at keeping the party alive by giving them temporary hit points. A Battle Smith’s Steel Defender keeps the group alive by imposing disadvantage and being annoying enough to take hits instead of party members. Armorers have the ability to impose disadvantage on enemy attacks and can give themselves some temporary hit points.

Ability Scores

Ability Score Priority

For the Artificer, the order of importance of the ability scores is as follows:

Intelligence > Constitution > Dexterity > Wisdom > Strength = Charisma

Intelligence is the Artificer’s primary Ability Score, and it should come as no surprise that it should be your highest priority. You should plan on starting with at least a 16 (up to 18 with a Custom Lineage) in Intelligence and bringing it up through Ability Score Increases as you level up. If you start playing the character at level 10 or higher, you might consider dumping Intelligence and using an Infusion to replicate a headband of intellect to set your Intelligence to 19.

Often overlooked in build guides, Constitution is the secondary Ability Score of most classes, and Artificer is no different. Between concentration saving throws and staying alive, a minimum Constitution score of 14 is highly advised.

You’ll want your Dexterity score to be 14. This is where you get maximum effectiveness out of your medium armor. If you wish to lower this to boost another stat, like Constitution on an Armorer wearing heavy armor, go for it. In general, however, you want a 14 Dexterity. Any higher score is wasted, and any lower score is a detriment.

Wisdom is a very strong Ability Score in 5E because of Perception checks and because it is a commonly targeted save. Try and get at least a 12, or, if possible, a 13 to eventually round up with Resilient (Wisdom).

Unless you have a very particular build in mind, Strength is your first ‘dump stat.’ Strength does influence carrying capacity, but you might be able to offload some of your less important luggage to a strong party member. Alternatively, using an Infusion to replicate a bag of holding easily solves any issues with carrying capacity. Having a 10 in Strength allows you to jump gaps that are 2 squares wide on a grid with a running start, which is situationally advantageous, but not important enough to justify allocating points in this ability score.

Unless you plan to multiclass with a Charisma class, Charisma should be your second ‘dump stat.’ The Artificer’s features do not rely on Charisma whatsoever, and the class is not particularly inclined to effectively use any of the Charisma skills either. Charisma saving throws are very rarely forced by enemies and though they can be quite dangerous, they’re usually not insurmountable.

Example Point-Buy Stat Spreads

“The Standard +2/+1”
8 Str, 14 Dex, 14+2 Con, 15+1 Int, 12 Wis, 8 Cha

This should be your default stat spread for Artificer. Taking this with a typical +2, +1 race allows for a 16 in Constitution and Intelligence.

“The Custom Lineage”

8 Str, 14 Dex, 14 Con, 15+2+1 Int, 12 Wis, 8 Cha

For Custom Lineage, your Constitution is lower, but you can get an 18 Intelligence instead by choosing a powerful half-feat that increases your Intelligence. The typical choice here is Fey Touched.

“The Variant Human”

8 Str, 14 Dex, 15+1 Con, 15+1 Int, 10 Wis, 8 Cha

This weakens your Wisdom saving throws, but also allows you to start with a feat at level 1. However, if you take an Intelligence half-feat, you can effectively use the “Standard +2/+1” spread instead.

Class Feature Ratings

Level 1: Magical Tinkering (★★☆☆☆)

Magical Tinkering is a niche but occasionally useful ability. Essentially, this is a variant of prestidigitation/druidcraft/etc. built into the class. Much like those spells, this is mostly a flavor ability, but it has some useful abilities attached to it, especially if one is creative in their uses. For example the magical light can be used to illuminate a darkness spell.

Level 1: Spellcasting (★★★★★)

Spellcasting is the first key feature of the class, spells will be discussed later in the guide. As per the chart, Artificers get 2nd level spells at 5th level, 3rd level spells at 9th level, 4th level spells at 13th level, and 5th level spells at 17th level.

Artificers are required to be holding thieves’ tools, a kind of artisan’s tool, or an infusion as a spellcasting focus when they cast their Artificer spells. Their subclass might also grant them an alternative item to use as a spellcasting focus. Even if an Artificer spell would normally not have a material component, it does have one when an Artificer casts it, and they use their tools to provide this material component. This has several implications for Artificer features we will highlight when talking about them. It should also be noted that Artificer spells that normally have a somatic component, but no material component, like absorb elements, can thus be cast even when the Artificer’s hands are full without the need for the War Caster feat, as long as they are holding something that functions as a spellcasting focus.

Level 2: Infusions (★★★★★)

Infusions make up the second key feature of the Artificer class. Infusions are temporary magical bonuses that the Artificer can add to mundane items. These range from simple things such as turning a normal greatsword into a +1 greatsword, to creating special magic items that only the Artificer can create. For example, a magical shield that repels foes, or armor that can prevent its wearer from dropping concentration. In addition, the Artificer can choose to replicate a specific magical item from a list.

There are some key things to note about infusions:

They can each only be used once. An Artificer may only make a single weapon a +1/+2 weapon at a time when using the Enhanced Weapon Infusion. They may overcome this by using a Repeating Shot infusion and an Enhanced Weapon but they may not use Enhanced Weapon twice.

One big caveat here: they may take Replicate Magic Item as many times as they would like. This allows them to double up on the same item through Replicate Magic Item, since each individual replication is not a distinctly named infusion. We will explain why this is important at the start of the Infusions section, later.

In addition to those on the list, they can also choose any common magical item in the game that is not a potion or scroll. This allows them to take some fun items in Xanathar’s Guide to Everything, but also the spellwrought tattoo (see below).

Infusions are like Warlock Invocations: in theory they allow for a lot of varied and interesting builds, but they are unbalanced between themselves and therefore there are some choices that overshadow the rest.

There are some Infusions that have a set number of charges that refresh a number of charges each day based on a die roll (for example, the Armor of Magical Strength regains 1d6 expended charges daily at dawn). Reinfuse them every morning and they have full charges. There is no reason to even roll the dice there.

We will go over each Infusion further below in their own section, including a few tricks we can pull off with them.

Level 3: The Right Tool for the Job (★☆☆☆☆)

The Right Tool for the Job is mostly a ribbon feature as artisan tools are not too expensive. It can come in handy in certain games; even tools you aren’t proficient in have components that can be useful.

Levels 4, 8, 12, 16, 19: Ability Score Improvement (★★★★☆)

The Artificer gains Ability Score Increases at the same rate as most other classes. We will discuss feats later, but for all Artificers, Intelligence is the only ability score that should reasonably be increased to 20.

Level 6: Tool Expertise (★★☆☆☆)

Tools can be a useful addition to any character’s kit. The biggest issue with them however, is that their best use cases are locked either behind downtime, or games where variant tool rules in Xanathar’s Guide to Everything are allowed. This is a feature whose usefulness will vary wildly between tables. You can read more about tools in our Complete Guide to Tools.

Level 7: Flash of Genius (★★★★☆)

This is a unique ability that can make or break some rolls. Unlike Bardic Inspiration or guidance, this allows the Artificer to give a flat bonus equal to their Intelligence modifier to a given ability check or saving throw right as they happen. This feature will provide value consistently even if it doesn’t get many uses in any given adventuring day. As a reaction ability with limited uses, this won’t be game-changing like a Paladin’s Aura of Protection, but it will be complimentary as an additional layer of insurance to really make sure the party can pass that important saving throw.

Flash of Stupid
  1. Have an Intelligence of 8 (or lower with rolled Ability Scores). 
  2. Get a headband of intellect.
  3. Enemy makes an ability check or saving throw.
  4. Flash of Genius to grant them a -1.
  5. Attune to headband of intellect and get 19 Int (and thus 4 more uses).

So the benefit of this is the additional debuff once per day, though a -1 won’t change many rolls. The biggest downside of course is needing to find a short rest to attune to a headband of intellect. This is something you can use the first fight of the day if you really want to, but may end up more of a hassle than not.

Level 10: Magic Item Adept (★★★☆☆)

The main benefit of this is the 4th attunement slot. This is a difficult ability to rate, as it will vary depending on what magic items are available. Additionally, it allows for quicker the creation of magic items, which is typically a ribbon feature, but with a permissive DM, this can be potent.

Level 11: Spell Storing Item (★★★★★)

The Spell-Storing Item allows the Artificer to use 1st and 2nd spells more often. In addition, they can pass the item around to familiars, homunculi, etc. to have many of the same effect active at the same time. While not as potent as higher level spells, 4 webs will still severely hamper melee enemies and can completely change the makeup of many battlefields. This is one of their best class abilities. Tiny servants, familiars, homunculi, Steel Defenders, party martials, or NPC’s can all cast spells from the item.

The standout spell to store in the item is web. This spell is not only incredibly effective, it is also very generally useful. This makes it a spell that will find use on nearly any conceivable adventuring day. Other possibly useful spells to store include:

Faerie fire, grease, and magic missile (Armorer) at 1st level, and aid, scorching ray (Artillerist), shatter (Armorer or Artillerist), and vortex warp at 2nd level.

If additional spells are added to the Artificer spell list, for example via their background or race, these could be interesting options as well: fog cloud (Mark of Storm Half-elf), goodberry (Mark of Hospitality Halfling), pass without trace (Mark of Shadow Elf).

Level 14: Magic Item Savant (★★★☆☆)

The Artificer gains a 5th attunement slot. Once again, this can be amazing or useless depending on the availability of magic items. The ability to use magic items for any class or race grants them some interesting options should they appear. Consult our magic item guide to learn about powerful magic items an Artificer could now use.

Level 18: Magic Item Master (★★★☆☆)

The Artificer gains a 6th attunement slot, and now has twice as many as anyone else. This means they can get away with attuning to some more niche items than most characters, though they can also just attune to more of the generally strong items. Getting the right powerful magic items can keep them on the same level as the rest of the party.

Level 20: Soul of Artifice (★★★★★)

This is an excellent capstone. The Artificer gains a potential +6 to all saving throws and the ability to keep themselves from going down by sacrificing an infusion.

Subclass Ratings

The base Artificer class has good defense and its own interesting tools, but also several weaknesses that they want their subclass to cover. Notably, access to the shield spell, and more quality options for 3rd level spells and higher. Being a half caster, they also enjoy having a good staple option outside of casting basic cantrips to make up for the lower amount of spell slots. 

Alchemist (★☆☆☆☆)

Alchemist is often maligned as one of the worst subclasses in the game, and while we won’t go that far, it is disliked for a reason. Most of its features aside from its signature Experimental Elixirs are very weak, and Experimental Elixir itself is mediocre. This makes for an overall very underwhelming subclass that isn’t too far off of having no subclass at all. If you want to fulfill the fantasy of playing a chemist, consider taking the relevant tools and work weaving its theme into your character story instead of using this subclass.

Level 3: Tool Proficiency (★★☆☆☆)

A feature common to every subclass, the Artificer gets an additional tool proficiency. See our tool guide for advice on using these.

Level 3: Expanded Spell List (★★★☆☆)

This spell list only has healing word as a notable spell, which will also gain a minor boost from Alchemical Savant at 5th level. Death ward is a nice spell to rest cast, but it will not have much impact on how this subclass performs.

Level 3: Experimental Elixir (★★★☆☆)

Most of these elixirs are between a 1st level spell and a 2nd level spell in power. Healing for example, is slightly better than cure wounds; Boldness can be compared to bless, which is a 1st level spell, but a very good one; Flight is much slower than the 3rd level spell fly, but any kind of fly speed can trivialize many monsters.

Swiftness, Resilience, Boldness and Flight are all potentially very helpful buffs. Additionally, they take no concentration and have relatively long durations. If the party can drink them before combat or have them administered by a familiar or other minion, they can be quite good. Healing and Transformation should generally be avoided, though they can be useful occasionally. Think of these as additional 1st level spells the Artificer learns, with the benefit that they get a random free casting every day.

Level 5: Alchemical Savant (★★☆☆☆)

This requires the Artificer to use their tools, which can be inconvenient if they want to use something like a staff of power with a shield. Additionally, the damage/healing increase is small. Theoretically this effect would be good on effects that deal damage multiple times with a single roll, but literally the only spells Alchemist Artificer has that can do this are acid splash and cloudkill. A little bit of extra damage and healing never hurts, but this shouldn’t affect their strategy at all.

Level 9: Restorative Reagents (★★☆☆☆)

Additional temporary hit points when drinking an elixir and free lesser restoration. The temporary hit points are helpful, but they’re not providing enough for this level to make this subclass good. Having access to so many castings of lesser restoration is certainly welcome when it’s needed, but unless the DM goes out of their way to inflict conditions, it is unlikely to be a consistently good feature. This will at least alleviate the need for any party members to prepare the spell.

Level 15: Chemical Mastery (★★★☆☆)

As far as capstones go, it could be worse, but it also doesn’t resolve any core problems with the Alchemist. Resistance to a common and an uncommon damage type is good, and poisoned condition immunity is still useful (even with access to lesser restoration), though less so. Greater restoration and heal are useful to be able to cast for free to stop the various debilitating effects that regularly pop up in the highest tiers of play, with heal being one of the few healing spells that can be worth casting during a combat encounter. The fewer encounters you face in a day, the better this is.

Armorer (★★★☆☆)

This subclass is a bit better than Alchemist, but is still weak relative to the other choices. Despite focusing on armor, it does not provide good defense, especially as it lacks shield. The weapons provided are also nothing extraordinary, with one focusing on a suboptimal strategy and the other being worse than a hand crossbow until very high levels. Compared to Alchemist however, the subclass does provide better spells and still has a number of useful features.

Level 3: Tools of the Trade (★★★☆☆)

In addition to the standard tool proficiency from every subclass, this also grants heavy armor proficiency. While this subclass supposedly should make the Artificer feel tanky with the armor upgrade, this is just a 1 AC bump over the base Artificer class once they can afford Plate armor. This tiny boost pales in comparison to shield, which Artillerist and Battle Smith gain access to.

Level 3: Expanded Spell List (★★★★☆)

Magic missile, hypnotic pattern, wall of force. The latter two are some of the best control spells in the game. These spells are obtained rather late, but they are always good at any level. One spell that sadly isn’t here is shield, which is incongruous with what many would imagine about the defensive Armorer. Fire shield can be used to help bolster specific elemental defenses and doesn’t require concentration.

Level 3: Arcane Armor (★★★☆☆)

This lets the Armorer use the heavy armor proficiency granted by Tools of the Trade without pumping Strength and allows them to use their armor as a spellcasting focus. Presumably, that means they can provide the material components for casting their spells by wearing their armor, instead of having to hold their armor in one of their hands, though the rules don’t provide a definitive confirmation in that regard. It also gives the ability to don and doff armor as an action, which might help during nighttime ambushes (though getting someone to cast Leomund’s tiny hut will mostly solve this issue) and allows them to avoid dying from heat metal.

Level 3: Armor Model (★★★☆☆)

Modifies the Armorer’s Arcane Armor with one of two special modes described below, which can be swapped during a long rest. The Artificer also gets to use their Intelligence for weapon attacks and damage when using the weapons from their Armor Model. A good change, though like the Battle Smith, they are forced to rough it through levels 1 and 2.

Guardian (★★★☆☆)

This feature attempts to make the Artificer into a ‘tank’ who protects their allies by giving the enemies disadvantage on attacking anyone but the Artificer. The problem is that the damage will be quite weak and the enemy might elect to ignore the Artificer anyways because they’re not a threat. If there are multiple enemies the Artificer wants to give disadvantage to, they’ll be forced to split their damage, making their damage contribution even worse. If the enemies do attack them, the Artificer often won’t have good enough defense to survive without shield. This option also gives the Artificer the ability to give themselves some temporary hit points several times per long rest, but the amount is very lackluster and their durability still won’t be stellar. Our article on tanking gives more detailed insight into why tanking is so hard in D&D 5e.

Infiltrator (★★★☆☆)

The second option is for more stealthy individuals. The Lightning Launcher this option grants them can be used hands-free and can be combined with Sharpshooter for okay damage, essentially acting as a slightly better longbow, though a hand crossbow would be better. After Extra Attack is gained, this can be used in conjunction with a hand crossbow, attacking once with each to get an extra 1d6 damage and trigger the bonus action from Crossbow Expert. A level of Fighter will probably be desired for Archery and hand crossbow proficiency. This option also grants the wearer a tiny speed increase which can be key in some situations and advantage on stealth checks, though they might also have disadvantage because they’re wearing medium armor, canceling it out. Stealth checks can be powerful, but if the party has pass without trace, advantage is usually overkill.

Level 5: Extra Attack (★★★★☆)

An extra attack. Keeps the Armorer in line with the “real” martials, in this sense at least.

Level 9: Armor Modifications (★★★★☆)

This essentially gives the Armorer two free infusions with the caveat that they have to be things worn by them. The best options are Enhanced Defense for the armor and Radiant Weapon or Enhanced Weapon for the weapon, though Resistant Armor can be better if the Armorer can predict what damage type they’ll be facing. A Mind Sharpener or Helm of Awareness (only available next level) are good, but are probably better on characters other than the Artificer.

Level 15: Perfected Armor (★★★☆☆)

The armor model improves depending on the chosen armor model. These aren’t bad benefits, though they come rather late.

Guardian (★★☆☆☆)

Keeping in line with the tanking theme, the Armorer can attempt to pull in creatures when they end their turn and get an attack if the Armorer succeeds. Repositioning enemies can be helpful, but the feature has limited uses, Strength saving throws are quite unreliable at high levels, and it takes the Armorer’s reaction. Overall a mediocre ability.

Infiltrator (★★★☆☆)

This option for infiltrators gives enemies they hit disadvantage on attacks against them, which can be a lifesaver sometimes, though it’s usually better to avoid splitting up damage. Additionally, the Lightning Launcher’s attacks now give advantage and a little bit of extra damage for the next attack roll against a creature they hit. If the party can make effective use of the advantage, this feature can be a big help. Unlike the Guardian’s feature, this can be used indefinitely.

Artillerist (★★★★★)

The Artillerist is the archetypal firearm and explosive specialist that employs guns, cannons and bombs to blast their enemies to bits. Between a solid amount of temporary hit points, decent damage options, and some great spell additions, the Artillerist is a strong choice that allows you to mix in support and damage capabilities. For our Basic Build Series, we created a single-classed Artillerist to show off the specialization’s potent support capabilities.

Level 3: Tool Proficiency (★★☆☆☆)

A feature common to every subclass, this provides an additional tool proficiency. See our tool guide for advice on using these.

Level 3: Expanded Spell List (★★★★★)

Shield, shatter, fireball, wall of fire, cone of cold, wall of force. These are a mix of solid spells. Shatter is a decent spell to put in a Spell Storing Item, though it’s generally inferior to web. Note that familiars cannot make attack rolls, so they can use shatter but not scorching ray. The damage spells are obtained long past the level at which they are most useful, but they remain useful. Shield and wall of force are powerful no matter the level.

Level 3: Eldritch Cannon (★★★★★)

This is the core of the Artillerist. It can either do an area of effect attack for low damage if multiple enemies are hit, do a ranged attack which does mediocre force damage with a 5 feet push on hit, or it can grant 1d8+Int temporary hit points to everyone within 10 feet of it. As far as damage goes, the Flamethrower is the best option, outdoing the Force Ballista even when hitting only a single target. The Force Ballista does provide forced movement, which can definitely be more valuable in a party that optimizes for that. The Protector cannon will probably provide the most value out of the three options. It potentially provides a decent amount of temporary hit points to multiple creatures every turn, and it can be used repeatedly out of combat to give the party the maximum amount of temporary hit points possible before the next fight. Before Twilight Domain Cleric, this was an unmatched option that mightily surpassed other temporary hit point granting options. While Twilight Domain Cleric now overshadows this, this is still phenomenal. Unfortunately, the cannon only lasts an hour before spell slots are required for more, but this is still a good use of first level spell slots as it is much stronger than a typical first level spell.

Level 5: Arcane Firearm (★★☆☆☆)

The Artillerist can stop using their tools or an infused item as their spellcasting focus and instead use a special wand, staff or rod, which might be handy for multiclassing. Each spell cast through this does an additional d8 damage. Similar to the Alchemist ability, it’s not amazing, but at least this isn’t limited by damage type and Artillerist possesses better damage spells. This also works with Wand infusions.

Level 9: Explosive Cannon (★★☆☆☆)

Even with the damage boost, the Protector cannon is still likely the best option. There might be situations where the consistent area of effect damage is useful, like when fighting hordes of weaker creatures. The cannon explosion functions as an emergency blast that can be the solution in desperate situations, or as a fun finisher when you are certain this is the last fight of the day.

Level 15: Fortified Position (★★★★★)

The Artillerist gains two cannons, granting essentially +2 AC to everyone in the party and allowing them to do both temporary hit points AND damage (or damage twice, or grant temporary hit points twice if the party is spread out). Either way it’s additional effectiveness and that is always appreciated. Keep in mind however that double the resources are still required to keep these turrets up.

Battle Smith (★★★★★)

The Battle Smith is a tinkerer that builds themselves a mechanical companion to fight alongside them in combat. Battle Smiths can deal good damage, while also granting them an additional body on the field that can take a decent amount of hits without too much issue. As a ranged Crossbow Expert build, they can apply both ranged and melee pressure when needed between themselves and their Steel Defender.

Level 3: Tool Proficiency (★★☆☆☆)

A feature common to every subclass, this provides an additional tool proficiency. See our tool guide for advice on using these.

Level 3: Expanded Spell List (★★★★☆)

Shield is the standout spell here, and is a major boon to the Battle Smith. A few other spells like aura of vitality and fire shield have some applications as well.

Level 3: Battle Ready (★★★★☆)

Continuing in the tradition of the Hexblade Patron Warlock, the Battle Smith can use their Intelligence for attack and damage rolls with any magical weapon. With the addition of proficiency with martial weapons, the Battle Smith is now much closer to the martial capabilities of the other half-casters, the Paladin and Ranger.

Level 3: Steel Defender (★★★★☆)

This adds another body to the field. Not only that, but it can be healed for free with mending. When it dies, it can be revived for the low cost of a 1st level spell slot (and that’s only if it dies, unlike with Artillerist). It does low damage, but at least its damage type is force, which is very seldom resisted. Its real power is in being able to use its reaction to impose disadvantage once per turn. This small buff allows the Battle Smith to take fewer hits and might be enough to goad enemies into targeting the Steel Defender instead of the party. It doesn’t have an amazing Armor Class or an amazing hit point pool, but it’s solid enough to take a few hits for the party. When using the Steel Defender, don’t be afraid to move it around the field and take opportunity attacks.

Keep in mind the Defender cannot be surprised, and that it can be used to wield magic items and Spell Storing Items much like your familiar. Utilizing the Defender as a mount for small characters allows for great versatility on the battlefield with a mount much sturdier than a typical horse, though how the mount functions as a controlled mount is a bit unclear and it should probably be treated as an independent mount.

Level 5: Extra Attack (★★★★☆)

An extra attack, which is a noticeable damage increase for any character that is attacking most turns.

Level 9: Arcane Jolt (★★★☆☆)

Arcane Jolt adds a little bit of extra damage or healing. It’s best used on critical hits or when it is really vital to kill something right now. Being able to heal on a hit can be an efficient way to bring someone back up.

Level 15: Improved Design (★★★★☆)

The effectiveness of the Battle Smith’s key feature seemingly gets doubled here. The Steel Defender really needs that +2 AC as at this point monster attack bonuses are really high. A bit of extra oomph to smites and 1d4+5 damage on a deflect will start getting enemies to focus on the Steel Defender.

Infusion Ratings

Infusions offer a flexible way for Artificers to create magic items and buff their allies. There is no flat power curve with most features, and since infusions offer a wide variety of options, they are no different. A lot of the power of this class comes from tactical utilization of their infusions.

Infusions

Replicate Magic Item Infusions

It is important to realize the same option can be chosen more than once.

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description…

…You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time.<span class="su-quote-cite">Tasha's Cauldron of Everything (p. 9)</span>

Using this [Replicate Magic Item] infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables below.<span class="su-quote-cite">Tasha's Cauldron of Everything (p. 22)</span>
Unearthed Arcana: Artificer

The Replicate Magic Item infusion specifically lets you learn it multiple times, with no qualifying or clarifying restrictions. The above language originally appeared in Eberron: Rising from the Last War, and was reprinted in Tasha’s Cauldron of Everything unchanged (alongside a number of changes and rewording for various Artificer features). Compare this directly with the final version playtested in Unearthed Arcana (right) to see how it would’ve been worded if the intent was to force Replicate Magic Item choices to be unique.

Each of your infusions can only be in one object at a time. But here, we are selecting the same infusion option twice. We still need two separate mundane items to infuse and each can only hold a single infusion. Pipes of haunting A goes into one bagpipes, and pipes of haunting B into another.

Should you or your DM find this somehow unconvincing, or they understand the argument but wish to houserule it, you can select your own alternative options. One set of pipes of haunting is still better than zero.

Replicate Magic Item Infusions

Bag of Holding Bomb
  1. Take Infuse Item: “Replicate Magic Item: bag of holding.” Twice!
  2. Take one bag, and put it in another. 
  3. KABOOOM (The bags destroy themselves and open a portal to the astral plane, which sucks in any creature near them with no saving throw.)
  4. Find a way to be able to do this without getting yourself caught in it. (Familiars, homunculi, that kobold NPC in your party, etc.)
  5. This is a once per day encounter destroyer. Enjoy.
Unlimited Tattoo Spells

Produced by a special needle, this magic tattoo contains a single 1st level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin.The Ability modifier for this spell is +3; the Save DC is 13 and the attack bonus is +5.<span class="su-quote-cite">Tasha's Cauldron of Everything (p. 135)</span>

So here is a quick breakdown.

  1. You use a non-concentration spell that has a long duration.
  2. You use the tattoo to keep casting that spell so long as the original duration spell is running.
    1. By what interpretation of the rules does this work?
      1. The tattoo has the spell.
      2. The tattoo allows you to cast the spell so long as you still have the tattoo.
      3. The tattoo says it doesn’t disappear until the spell ends.

Example: You infuse yourself with a spellwrought tattoo of gift of alacrity. You cast the spell on yourself for free since the tattoo is on you. While your gift of alacrity is still active, you can continue to use the tattoo to cast gift of alacrity on anyone you want for 8 hours. 

This only works with non concentration spells with a duration. Here is a list of the spells this trick works on.
Blue (★★★★★) gift of alacrity, unseen servant, sleep (levels 2-3).
Green (★★★★☆) mage armor, grease.
Yellow (★★★☆☆) illusory script, Tenser’s floating disk, sleep (levels 4-6ish).
Orange (★★☆☆☆) animal friendship, armor of Agathys, charm person, feather fall, longstrider, snare, sanctuary, jump.
Red (★☆☆☆☆) distort value, alarm, comprehend languages, sleep (levels 7+).

Oprah's Familiars

This is a simple Tech. Each day give a different party member a tattoo of find familiar. Over time, everyone will have a familiar. Takes time to replace, but with a little bit of downtime you effectively add 2-4 familiars to the party depending on what you have. Next, start tattooing the familiars themselves with find familiar tattoos. Even your bats have bats. 

Artificer Race Ratings

With the release of Tasha’s Cauldron of Everything, racial modifiers are now normalized floating racial ability score modifiers during character creation, making the choice of race no longer dependent on their ability scores. We have subsequently created a full list of every race and how we rank them, which you can find here. Below, however, are going to be races that interact differently with Artificer, or where Artificer is a particularly interesting option for that race. These reasons are typically due to expanded spell lists that shore up the weaknesses of the Artificer spell list, but some just pair well with the class’ capabilities. For this reason, this guide will argue why these races are specifically good for Artificer. Note that if a race is not brought up here, it does not mean that it is not a better choice than one that is presented. As an example, any flying race is always strong for reasons that have nothing to do with Artificers other than the fact that Artificers have ranged attacks so they will not be mentioned. Artificers could use pass without trace effectively since they are only a half-caster and in the later game a lot of their crowd control through web does not require the Artificers concentration (it requires something else’s). We also believe that a feat at level 1, obtained by playing Variant Human, or Custom Lineage, is incredibly viable for any class, but it is not especially better for Artificer. In short, this list is a list of races worth looking into working your build around if you are looking for some nice synergy.

Artificer Races

Artificer Feat Ratings

There are a ton of feats, only some of which you should consider taking. If something you are interested in is not on the list, refer to our class-agnostic feat guide for more information.

Artificer Feats

Artificer Spell Ratings

This section rates every spell that’s accessible by the Artificer, including spells gained through subclasses.

Artificer Spells

Multiclassing Options

Below is a discussion of some interesting multiclass options for Artificer, both as a dip and potential dips for a character that is mostly Artificer. Refer to our Guide to Optimized Multiclassing for more information.

As a one or two level “dip” in other classes, Artificer is a potent first level dip for Wizards, granting them medium armor and shield proficiency, Constitution saving throws, and useful cantrips all without slowing down spell slot progression. A second level of Artificer is generally unnecessary, but might be useful if there’s specific infusions that would be really beneficial in that particular game. For example, if the DM is sending enemies with immunity or resistance to non-magical weapons without providing magical weapons for the martial characters in the party.

Artificer does face competition with Cleric as a dip though, for most classes the 13 Intelligence requirement is more of an investment than 13 Wisdom, and abilities like Peace Cleric’s Embolding Bond outstrip what Artificer can provide.

For characters focusing mostly on Artificer, a level of Wizard or Sorcerer can provide Artificer with shield which is an important defensive tool half of the Artificer subclasses lack, along with other useful spells such as silvery barbs. A level of Fighter for the Archery Fighting Style is a good level to pick up after Battle Smiths obtain Extra Attack. A level of Fighter can also be useful for Armorers who want to use a hand crossbow alongside the Lightning Launcher to get proficiency and Archery. The major breakpoints to transition out of Artificer include: 6th, for pipes of haunting; 7th, for Flash of Genius; and 11th for Spell-Storing Item.

Artificer Builds

  • D&D 5E Basic Build Series: Artificer

    Part of our D&D 5E Basic Build Series, this Artillerist Artificer uses careful selection of spells and infusions to control the battlefield and support the party.


13 Replies to “Complete Artificer Class Guide for D&D 5E”

  1. Played an Artificer in a couple of games, but I feel like an idiot for glossing over the Pipes of Haunting all this time. Great guide!

    I also love the interaction of using a Hand Crossbow with a Shield. Just fun flavor.

  2. A suggestion: a surprisingly strong build in tier 2 (ie, a range of levels many campaigns will hit), is the following Hexblood (small size, imho), Armorer 5/Soulknife 3+.

    It works like this:
    you can either start artificer for the CON save proficiency, or rogue for an extra skill that’ll be available for you to buff with psi-bolstered knack. You’re getting a further two skill proficiencies from the ancestral legacy racial trait, too.

    Either way, get to rogue 3 as quick as you can (expertise, I think, in stealth and perception), maybe with a brief stop by artificer 1 if you started rogue, so you can have your psychic blades.

    Then push to artificer 5. At artificer 2 you’ll boost your AC with an infusion. Do what you want with the other one (I like mind sharpener). At artificer 3, take infiltrator armor for the bump to your speed and stealth. You’ll have the lightning launcher, which when you’re only attacking once is ok damage (1d6+DEX +1d6 bonus dmg, and yeah, you should use/focus on DEX rather than INT), but if you’re having trouble hitting your target the psychic blades will be a better choice bc you can throw them at decent range and weaponize your bonus action to get a second shot at landing your bonus 2d6 of sneak attack damage.

    And then you hit Artificer 5/Soulknife 3. Stand 60 feet away from your foe. Fire your lightning launcher for 2d6 + DEX. Throw a psychic blade for a further 1d6 + DEX. If you really feel like it, throw a third psychic blade as your bonus action for yet another 1d4+ DEX, because your lightning launcher does not have to be in your hands. It could be on the back of your hand, or indeed RAW it can be mounted on your chest – this is key. And on top of all of that, stack 2d6 sneak attack damage, and if you’re running your racial Hex spell (which you can recast with the slots you have as an artificer), that’s up to an additional 3d6 necrotic if you attack three times.

    If you’re doing all of the above (requires a turn of set-up for Hex, unless you’ve had it up previously) and land everything with no crits, that’s a total of 2d6 + DEX lightning, 2d6 sneak attack, 3d6 necrotic, 1d6+1d4 + 2*DEX psychic, or 8d6+1d4+(3*DEX). If you have an 18 DEX from a starting stat of 16 plus one ASI, you’re looking at 12 (DEX) + 28 (8d6 average dmg) + 2.5 (1d4 average dmg). That’s 42.5 damage at level 8. That does presume everything hits, but there are multiple ways to increase your chances to hit at the expense of that third attack (that is, at the expense of 9 damage total, which still leaves you at 33.5 damage per round). You could bonus action hide, or use the steady aim optional feature, which will provide advantage on at least one attack…and if it’s that lightning launcher attack that could be some big damage if you crit, turning 5d6 + DEX (2d6 from the launcher, 2d6 from sneak attack, 1d6 from Hex) into 10d6+DEX. That’s just plain nasty.

  3. it’s a shame you can’t use spellwrought tattoo’s as an infusion since they aren’t from xanathar’s and infusions only let you make stuff on the list or common items from xanathar’s

  4. Artillerists have one extra use case for Catapult, and that’s firing protector turrets.

    If you’ve got a martial in a tight spot and not next to you, or someone broke through to the back line to menace your wizard, Catapult the turret at the nearest enemy (make sure it’s also lined up to hit terrain or land nearby in case they make the save). If it hits, you get extra damage in. The turret will survive the trip just fine, since it also gets temp HP from its activations, and then you use your bonus action to get it close to the struggling party member and activate (which also refreshes the turret’s own temp HP you used up on impact).

    1. I have in fact done this while our barbarian was the only one in melee combat and can confirm it’s pretty dope

      1. actually given its incredible flexibility I’m a little surprised they rated it so low but I guess a lot of the options are niche. Launching a bead of force with your ally in it, readying an action to spin around projectiles mid flight (DMs probably won’t allow this but I don’t see why it wouldn’t work), grabbing something from 60 feet away (obviously more useful at low levels when you don’t have flight, not like 3d8 is enough damage to actually hurt yourself), presumably it launches things thru anti magic fields so it’s possibly a way to circumvent that (as usual DM fiat but whatever), doesn’t require a target or line of sight, you can destroy objects in another room with perfect accuracy and nobody would know it’s you, and it can hit inside a tiny hut
        are those uses necessarily practical? most of them no, but still, pretty fun and unique spell

    2. Update from our campaign: we took someone out, they dropped a crossbow, my turn, I cast Catapult on the crossbow and broke another enemy’s neck (25 bludgeoning damage). Highly recommend.

  5. A note on the “Consider upcasting to bypass lower level darkness.” note of Continual Flame, upcasting it one level bypasses *every* level of Darkness since Darkness’s light dispelling effect is specific to “2nd level or lower” rather than “the spell’s level or lower”. So a 3rd level Continual Flame will pierce even a 9th level Darkness.

    1. It’s not bad but at that point a single level in fighter is a lower opportunity cost most of the time. Maybe if you roll for stats and can start of with 20 INT you can take it at Lvl 8 as CL/VH and skip fighter.

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