Dnd Classes

Artificer 5E | Guide | Dnd | Dungeons & Dragons Fifth Edition 2021

artificer 5e Guide
artificer 5e Guide

The article below gives you a piece of brief information about Artificer 5E of Dungeons and Dragons. Also, know about how the infusions and the proficiencies with the tools will get you through the game, smoothly. Read more to learn about the new 2020 d and d artificer updates of the game and the magical items dnd beyond.

As we all know, the Dungeons and Dragons (DND, D&D) have its 5th edition, where you have 13 classes in total. Also, this role-playing game allows you to choose your character from the category given and tells you about what abilities and skills your players are going to have in the game.

Moreover, as we have discussed in previous articles about the classes and other related themes so, today we will be talking about one of its class called Artificer. The 5E Artificer, whose primary ability is Intelligence, strengths is item infusion with magic and competence with tools, and are inventors at heart.

We are surely going forward with the features of the Artificer 5E Eberron class and their proficiency points. Stick to the article to get to know more about the game companion d&d beyond Artificer. Also, get the artificer 5E pdf below.

Dnd 5E Artificer Handbook

The Dnd Artificer has always been in demand since its entry in the 3rd edition. It is the concept of the players who likes to rebuild its character and fiddles with the character options. Moreover, they infuse several and unique objects with tools to make magical gadgets. These characters have a mechanism for everything and a solution for any problem.

They shine on the war grounds as best supporting players, defenders, strikers, and healers. The ones with versatility, compliancy, and knows micromanagement would become the best Eberron artificer 5E. This artificer dnd 5E class gives you an option to reset your spells with more than 40 magic items to infuse. These players are all about crafting and magic, and if your game doesn't allow you, then you are going to miss out on some exciting features.

D&d Artificer: Abilities, Skills, Weapons, and Feats

Abilities

The Dungeons and Dragons Artificer have Intelligence as their primary asset, which is essential for a matter of life and death. But even dexterity and constitution is also crucial for them. Artificers have a total three dump stats for you to dump into the abilities, which are worth caring about and then leave the rest at 8. Moreover, the replicate magic items give you an ability to boost your low scores by giving you access to things that do it. Also, you can nullify the low scores with low effort in 5E Artificer.

  • Str: It is a dump stat. You don’t need to use the strength in the combat unless you spend a feat in the proficiency with heavy weapons. Moreover, if you have a considerable amount of AC buffs, you don’t need to do that. Only Battlesmith can use heavy weaponry with Intelligence for attacking and damaging.
  • Dex: You will need 14 dexterity points only to fill up your AC buffs and the ability to use the weapons.
  • Con: Very crucial at all times.
  • Int: This stat is set as your primary one, which is beneficial for your spells and class features in UA Artificer.
  • Wis: It is again a dump stat, but you must put some points into it as it is very beneficial for your skills.
  • Cha: It is also a dump stat. 

Skills

You must choose any two from the list given below:

  • Arcana: The most critical skill, intelligence is for the rescue.
  • Medicine: It is done magically.
  • History: It depends upon the campaign you are participating in, and that makes it situational.
  • Nature: Not as crucial as Arcana but a good knowledge skill.
  • Investigation: You will inhibit this skill because of the intelligence as the primary trait.
  • Perception: The highly twisted skill.
  • Sleight of hand: Not mostly required for the campaigns, but this skill is neat.

Weapons

You can use simple weapons like the ones in the following list:

  • Dagger: Your go-to weapon for combat. Also, you can use it with dexterity. Moreover, not as harmful as others but is food for opportunity attacks.
  • Crossbow hand: The repeating shot infusion is used with a shield too.
  • Crossbow light: It will be helpful at the 5th level, as it would beat the damage caused by cantrips but if you have 16 dexterity points, the latter is still reliable.
  • Longbow: It is better for ranged Battlesmith.

Feats

In d&d artificer, you will find a massive list on the internet for the accomplishments of this class, but here we have listed some of the useful and unsuitable ones that might either benefit you or can be a wrong decision. They are as follows:

  • Defensive Duelist: This feat of dnd 5E artificer can give you an excellent chance to enhance your survivability, but you will need a dagger with outstanding proficiency in combat. Also, you can cast a shield for protection.
  • Elemental Adept: The elements like Acid for Alchemist and fire for Artillerist can be an excellent way to tackle in a melee. Although, you have learnt a zillion ways to enforce damage, the mentioned ones have minimum weakness and maximum value.
  • Healer: You don’t need a cleric anymore if you have this feat to encourage your magical healing.
  • Lucky: Great for every character.
  • Magic Initiate: Despite their spellcasting abilities and a spell list, which are oriented from both clerics and wizards, this feat can benefit you with cantrips taken from other spellcasters. Green Flame blade and blooming blade are beneficial for Battlesmiths. Also, the option Find Familiar will allow you to find a much better pet than the steel defender and canons.
  • Medium Armor Master: Many of the races like elves and Halflings could easily live up with 16 dexterity points without interrupting your Intelligence. Also, if you have 16 dexterity points then, Stealth will be easier to deal with and will facilitate you with +1 AC bonus. Moreover, it is not necessary unless you want to be the party’s scout but is OK.
  • Resilient: As we all know how proficiency in constitution saves is expected as it helps you with concentration. But if it is the matter of concentration, then you can compare it with the war caster. Also, the advantage works out a bit more when you reach +3 points, but once your proficiency bonus hits +4, then resilient is a better option to choose.
  • Ritual Caster: The Artificers can cast rituals already, provided they have spells prepared. This caster widens your ritual casting options, but that doesn’t justify it as a feat.
  • Skilled: When you organize a small party, you have to wear a lot of hats to fill in the gaps in your skillset of the mini function. The more the proficiencies, the better skillset.
  • Spell Sniper: Many artificers have confidence in cantrips for the damage-causing source and this, in turn, can bring efficiency to the spells like Fire Bolt but unfortunately, Alchemist’s reliance on Acids and Poison sprays can’t enhance the attacks in combat. Hence, this feat would work best for other artificers.
  • War caster: If your player is a Battlesmith, then you must need it as shuffling between the weapons for spellcasting can get annoying after a while but you get the ability to maintain concentration. That means you can preserve spells while performing a lot many attacks.

D&D Artificer and more characteristics

  • Ability score improvement: Once you reach the 4th, 8th, 12th, 16th, and 19th level then you would gain the chance to increase either any one ability score by two or any 2 of them by one.
  • Tool expertise: Once you completed the 6th level, your proficiency bonus gets doubled for any ability, every time you make any improvement in the skillfulness with the tools.
  • Flash of genius: After you complete the 7th level, you will gain the ability to come up with the solutions under pressure. This means, if you and your partner could sense any ability check within your 30 feet, then your reaction to it would add to your intelligent modifier. You can access this feature as many times as your intelligent modifier is. Also, you will regain all the spent uses after you finish your long rest.
  • Magic item adept: By the time you reach the 10th level, you will understand how to make and use the magic items. Firstly, you will be able to attune to almost four magic items. Secondly, you design a magic item with the rare uncommon or common characteristics, which will take you quarter of the usual time and would cost you half as much as of gold.
  • Spell Storing Items: When you reach the 11th level, you will gain the chance to store your spell in the objects. You have to touch the simple or martial weapon or even an item to make it as your spellcasting focus and hold the spell in it. Choose any one level out of the 1st or 2nd from the list that needs to have at least one action to emit. Now, hold the object in your hand and see if any creature is acting or not. Also, the spell stays inside the item for several uses that are twice your intelligent modifier or until you use this chance again to store a spell in any other object.
  • Magic item savant: once you reach 14th level, your skills with magic improve, and you get to attune up to five magical items. Moreover, you can avoid all the class, race, spell, and even level requirements for attuning the objects.
  • Magic item master: At the 16th level, your magic skills deepen more as you can attune up to six magical items.
  • Soul of artifice: When you are at the 20th level, then you possess the mystical connections with your magic items, which you can draw on for your protection in the game. Also, you will gain a +1 bonus to every saved throw of your magical things, which you will be presently attuned to. Moreover, if you reduced to 0 hit points and are not killed outright, then you can use your reactions to end one of your artifice infusions, which could increase your hit point to 1 and not 0.
Now, let us discuss the key features of this class from the artificer 5E guide, and they are:
  • Saves: As we know by now that the characters of this class have Intelligence as its primary ability. Hence, it's good to have a constitution, but Intelligence is exceptionally rare.

Proficiencies

  • The medium armour and shields are essential during combat, as the simple weapons keep you safe like a dagger. These characters can easily use ranged spells to fight the battle, but the dnd artificer will always use its Intelligence and wisdom to defend and attack.
  • This class has a lot to do with intellect and knowledge, but sleight of hand is a good option too. Moreover, your character will get a three tool proficiency, which will allow you to adapt yourself for the theme you are going to battle in the game.
  • At the third level, your character specialist will give you some additional tools too.

Magical Tinkering

  • This feature is one of the major ones of a revised artificer. For the beginning of the spells, your character learns how to input magic into the otherwise ordinary objects. To teach this feature, one must have Tinker's tools or artisan's tools in their hand.
  • After that, you touch a non-magical object and make sure you grant it one of the following powers: The items emit light that stretches up to 5 feet, and at an additional 5 feet, it gets dim. Next is whenever a creature captures that object, then it will emit a recorded message up to 10 feet that you will register at the time of bestowing powers, and it could not be longer than 6 seconds.
  • Next up is that the object will continuously discharge your odour or any nonverbal sound like wind, waves, chirping, and others up to 10 feet. Another is you could also bestow them with a static visual effect, which displays a 25-word text, a picture, lines, shapes, and even a combination of all the given elements.
  • You could only grant any one of the options above. Also, one can touch a maximum number of objects as it gets equal to the intelligence modifier, but if you cross its upper limit, then the oldest ones would end. The properties would live indefinitely, but you could also top it by your choice in the artificer build 5E.

Spellcasting

  • In the above point, you have learnt how the magic works and also how to channel through different objects to make your powers work within them. Now, that is the way to cast the spell. But to many observers, it won't look like you are casting spells but performing some wonders with various things.
  • Tools required: This class is the one that can replace the cantrips. It is essential to have a focus while they cast a spell with either the Tinker's or the artisan's tools in the hand while using this feature.
  • Cantrips: You should be well versed of those tools to use it in any way. Once you reach the 2nd level, you will receive a list of infused items, out of which you could use any one of the objects as your spellcasting focus. Now, at 1st level, you get to know two cantrips from the spell list and then at higher levels you get to learn about additional ones too.
  • Preparing and casting spells: Once you upgrade a level, then you can exchange the cantrips from the ones you know to the others. The Artificer's spells' list displays the number of slots, which would expend for the magical infusions of the items. Now, moving forward, you must prepare a list of spells that are provided to you and then you choose out of them.
  • Spellcasting Abilities: You need to select the number of spells equal to your Intelligence modifier + half the artificer revised level (rounded off). You could also reset your prepared list of spells after a while by creating the newly formed record again.

Infused items

  • The artificer infusions 5E provide you the ability to infuse magic into items, once you reach the 2nd level. You give the mundane items with the ability to emit magical powers. You make these ordinary things into extraordinary magical items.
  • Infusions known: Now, pick four infusions from the list given and later you will learn about the additional ones to choose after you reach a certain level. Whenever you step up the level, you can exchange the learnt artificer infusions to the new ones.
  • Infusing and item: Now, after a long rest, you can provide any non-magical item with your infusions and turn them into a magical one. The infusion works only on the specific type of things, as mentioned in its description box.
  • If the object wants attunement, then you must attune to it and if you don't then allow some other player to do so. If you're going to attune to the item later, then follow the normal process of the attunement. Also, your infusion will remain into your infused items indefinitely, but once you die, it would vanish after some time, which is equal to your Intelligence modifier.
  • Moreover, it would also disappear if you give up your knowledge for other ones. You can infuse as many non-magical items as you want after you finish your long rest (maximum number of slots in the list). It would help if you touched all your objects and all your infusions must be present in a single item at a time.
  • Nevertheless, no entity can bear all your infusions at a time. So, if you exceed your maximum number of infusions, then the older ones would delete, and the new ones will be infused in the optimized artificer 5E.

Artifice specialist

The below mentioned are the artificer subclasses, and one thing that is common between all three of them is that they belong to the source, Eberron rising from the last war and one of them with artificer 5E unearthed arcana. They are:

  • Alchemist: This subclass adds more support and options for healing.
  • Armorer (UA Artificer): This subclass has alchemist unearthed arcana as the source.
  • Artillerist: This subclass will give priority to the abilities of the artificer 5th edition as a blaster and also the capacity to mobilize the canons at the time of combat.
  • Battle-Smith: The artificer battle-smith focuses on the fighting with weapons along with its facilitated iron defender artificer, which acts as a pet construct to help you in the battles.

The right tool for the job

  • Now, as you don't get any free set of tools in the game except for the Thieves' tools, which is the basic set you will receive. If you don't have gold, then it will be quite difficult for you to afford other tools, so instead, you craft the instruments with the ones available and trade them for other ones.
  • But unfortunately, you require Tinker's tools for this trading and crafting. If you have any tool proficiencies, then you should trade them to buy this most expensive set of instruments, the Tinker's tools. Also, once you reach the 3rd level, then you might create artisan tools with the help of tinker ones in any deserted area within your 5 feet.
  • This production requires one hour of complete hard work without any disturbances. Though the products will be non-magical and you will lose them if you used this feature again.

5E Artificer guide and features

The artificer guide 5E hit points reach up till d8 and have medium armour. In case you find yourself in combat, make sure you use these hit points with false life and constitution.

Before moving forward with the detailed information, get a gist with the artificer class table.

Level

Proficiency Bonus

Features

Infusions Known

Infused Items

Cantrips Known

1st

+2

Magical Tinkering, spellcasting

-

-

2

2nd

+2

Infuse items

4

2

2

3rd

+2

Artificer specialist, The right tool for the job

4

2

2

4th

+2

Ability score improvement

4

2

2

5th

+3

Artificer specialist feature

4

2

2

6th

+3

Tool expertise

6

3

2

7th

+3

Flash of genius

6

3

2

8th

+3

Ability score improvement

6

3

2

9th

+4

Artificer specialist feature

6

3

2

10th

+4

Magic item adept

8

4

3

11th

+4

Spell-storing item

8

4

3

12th

+4

Ability score improvement

8

4

3

13th

+5

-

8

4

3

14th

+5

Magic item savant

10

5

4

15th

+5

Artificer specialist feature

10

5

4

16th

+5

Ability score improvement

10

5

4

17th

+6

-

10

5

4

18th

+6

Magic item master

12

6

4

19th

+6

Ability score improvement

12

6

4

20th

+6

Soul of artifice

12

6

4

Spell Slots per Spell Level

1st

2nd

3rd

4th

5th

2

-

-

-

-

2

-

-

-

-

3

-

-

-

-

3

-

-

-

-

4

2

-

-

-

4

2

-

-

-

4

3

-

-

-

4

3

-

-

-

4

3

2

-

-

4

3

2

-

-

4

3

3

-

-

4

3

3

-

-

4

3

3

1

-

4

3

3

1

-

4

3

3

2

-

4

3

3

2

-

4

3

3

3

1

4

3

3

3

1

4

3

3

3

2

4

3

3

3

2

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