Alchemical Savant 5 This ability not only keeps your damage competitive but makes you a capable healer, youre even better at using Healing Word than a Life Cleric! If you do have a score of 16 you can also use that for your AC by taking the Medium Armor Master feat, and even if you are an Armorer you would be best served by having a positive modifier in Dex. The Artificer is the first full-fledged class to be added to D&D 5e outside of the Players Handbook. The only thing holding this back is the low AC and HP, but the ability to repair it with Mending helps mitigate this. I did not know that! Curious since all other infusions were noted. If you want to use a shield (and you should since you Artificers are also unique in needing to cast their spells through artisans tools with which they are proficient or an infused item, adding an M component to spells that lack it. Adept of the Red Robes [4th level, Initiate of High Sorcery (Lunitari Moon)] 3 The cost of getting here is very high, but the potency of Magical Balance is worth it if this and Initiate of High Sorcery were interesting to you, to begin with. In this section, well review each class in terms of how well they multiclass with Artificer, mentioning how many levels and what subclass (if any) would work best. Instead, you get this. This artificer-focused item provides a boost to your spellcasting attack modifier and spell save DC, as well as a free cantrip from any spell list. Ranged artificers will need a bit of Dexterity to fill out medium armor, but 14 Dexterity is easily achieved by any races, so Constitution is typically your best secondary increase. If youre looking for practical applications: rolling a ball bearing that creates sound along the floor can be a great distraction for guards, and creating multiple sources of light that you can throw into rooms or drop down holes can be invaluable in a dungeon. Add Flash of spell slot just in time to get an expanded spell list, including the Human 2 If youve rolled for stats and ended up with four or more odd scores then this is tempting, or if youre attempting an abserdly MAD multiclass but otherwise this should just be avoided. free, which allows you to use your limited spell slots for anything Mind Sharpener 5 Between your Con mod and proficiency in Con saves youre not very likely to fail most saves to maintain your concentration. for new players or for players who suffer from analysis paralysis. Ive added ratings for both of these spells into the article. Armorer artificers planning to go all-in on Guardian armor can Armor Modifications 5 This feature is essential for an Armorers power progression and two additional infused items dont fail to deliver. dont need to do that. Feats that increase a particular role the Artificer fills or offers more magic to supplement the limited spellcasting progression will be more attractive and this will be reflected in their ratings. Its advisable to plan your learned infusions in the run-up to this feature, so you can properly equip yourself with your various Arcane Armor slots. Artificer Infusions: Unfortunately, the options you get access to at 6th level are a lot less stellar than 2nd level. Knight of the Crown [4th level, Squire of Solamnia] 1 Whilst you can bump a physical stat, Commanding Rally clashes with many features and spells that Artificers get and doesnt mesh well with the investment in weapon use Squire of Solamnia encourages. you up to 19 AC, giving you nearly as much AC as a fighter in full Flash of Genius 5 An outstanding ability being able to give yourself, or an ally within 30 feet, a fixed bonus to a saving throw or skill check can make the difference between player death or a victory ale down the tavern after the encounter. The Artificer has an impressive three total dump stats, allowing you to Spellcasting Feats Breakdown. Remember that any creature can use this, so consider passing this off to an Perfected Armor 5 Great capstones that encompass the playstyle of each armor model. Look for backgrounds which provide additional Intelligence-based skills. should. There is a caveat here, that between levels 6 and 10 you should use either Radiant Weapon or Repeating Weapon, as this will give you a +1 weapon with a secondary benefit. Rock Gnome. And the alchemy jug is great too! Thanks for the comments! Arcane Armor 5 This feature is providing mechanical support to the theme of being reliant on magical armor, rather than being the meat of your features, but it does provide nice benefits. RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance. Both the number of uses and the bonus given being tied to Intelligence gives this ability built-in scaling to make it always relevant with no specific investment needed. makes the Artificer the only spellcaster who can perform every one of their Protective Magic is best used for spells like Aid, Pass without Trace, or Warding Bond. youll average 23 damage instead, and at that point theres no reason to learn If there is a Cha-focused character in your party they would be better suited to this feat. Artificers have the following proficiencies in DnD 5e: Armor: Light armor, medium armor, shields Weapons: Simple weapons Tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice Saving Throws: Constitution, Intelligence Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand You just need to cast it a single time and have a pretty useful item, ( made a CR 9(Cloaker) easy to fight for 2 lvl 7 ). Its important to remember that you dont have to be the one using the item, allowing you to pass it off to a party member, familiar, or an alchemical homunculus for use. Also look for options which complement the Artificers limited spellcasting and for additional tool proficiencies. Artificer originates. This class is most appealing for those looking for Expertise on certain ability checks and a bit of a damage boost for Infiltrators and some Battle Smiths. No treats shall be out of your reach! save can easily turn a failed save or check into a successful one, and using +2 Longbow will match the average damage of a +1 Heavy Crossbow and will have Kobold 3 Only a +2 to Dex and Sunlight Sensitivity put a damper on the very powerful Pack Tactics and the useful, but embarrassing, support ability Grovel, Cower, and Beg. For a classic wizard feel, consider the Rock Gnome. Sharpshooter 4 This is a great way to increase damage for both ranged Battle Smiths and Infiltrator Armorers. At this level, you have two free elixirs per long rest, and the temporary hit points will last until the drinkers finish a long rest unless depleted first. 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. Green - B Tier. This can allow you to skirmish as you please with a spear and shield, or flesh out a throwing concept that would normally struggle with action economy, or having enough magical weapons. Errata and the updated version of the Artificer Artificers have the distinct honor of being the first (and so far only) official class published outside of the Player's Handbook. them if your character has been exposed to the operation of such weapons. Requiring a bonus action to set them up directly conflicts with using one of your core subclass features, your Steel Defender. Kalashtar 1 Awful stats and very niche abilities make this a hard pass, the advantage on Wisdom saves likely wont come up often until late Tier 2 greatly reducing its appeal, this is a roleplay choice only. Thieves Tools means that Tool Expertise has at least one important use case Changeling 3 A fun roleplay pick, great for roleplay and infiltrating places youre not meant to be, but theres nothing here to make you a better Artificer in general and nothing combat relevant at all. Even their subclasses are primarily focused on items, whether it is crafting potions, animating a suit of armor to fight for you, turning your wand into a firearm, or crafting yourself a friend to defend you in combat. Goblin 4 Fury of the Small has been significantly nerfed in terms of the amount of damage but being able to use it whenever you want, up to your proficiency modifier, allows you to use it more often and more flexibly. Orc 4 Relentless Endurance is a great way to keep you alive should things go terribly wrong, with Adrenaline Rush providing you with a means of both additional mobility and a source of temp hit points, albeit only a small amount of them. Knight of the Sword [4th level, Squire of Solamnia] 3 Best for Armorers and Battle Smiths, this gives those Artificers a nice way of progressing their Intelligence whilst gaining access to a rider effect to help control the battlefield. Skill Expert 5 Increase whichever stat you need to at the time, whilst making yourself more of a specialist/skill money, this is a great feat for a wide array of characters. Instead,thissectionwillcoverfeatswhichIthinkworkespeciallywellfortheclassorwhichmightbetemptingbutpoorchoices. easily make four that require Attunement. silently, without moving, and without providing material components (including Swiftstride Shifter 2 Much the same as the others, the stats arent great and theres some appeal from shifting but nothing great or specifically good for an Artificer. problem. If you go as far as a subclass then most of them will offer something you may like, but both Arcane Trickster and Soulknife offer a variety of magical benefits that either use your Intelligence as a strength or dont require you to use a tertiary stat for any abilities. Extra Attack 5 An essential tier 2 damage boost for almost every martial, yes Rogue youre special, and very much needed for the Battle Smith. Lizardfolk 3 This is largely the same as the VGtM version, but with more, and consecutive, uses of Hungry Jaws and lacking the original crafting ability, Mostly a roleplay choice. Thisbuildissimple,andreliesonoptionsfromtheSRDandtheBasicRuleswhereverpossible. 8th level it gets even better. They create and imbue items with magical properties to help them in exploration and combat. Welcome to Flutes' exhaustive guide for Artificer multiclassing character concepts. subclass for free, and trade them out for other tools when you need them. that will make good use of your 2nd-level spell slots. Satyr 4 This is on the low end of 4, with Magic Resistance the most meaningful ability here, but there are plenty of magical effects monsters can have that wont be a spell. similar damage, but 1d6+Int+1 damage (Repeating Shot adds +1 to attack and Thri-Kreen 4 Whats better than having a bunch of infused items? Note: Similar to the Strixhaven feats above, these feats are intended to be used in the Dragonlance setting. Use the buttons below to fine tune the content you see in our guides. proficiency bonus with all five of your tool proficiencies. The artificer guide 5E hit points reach up till d8 and have medium armour. Half-Orc 2 Much like the Goliath the Str isnt desirable for you at all, Intimidation proficiency isnt the most useful of skills, but Relentless Endurance is a powerful enough feature to give this race a 2. Third level brings a lot of good things. point. spell targets the caster, or if you chose a spell which requires Concentration You want to play an Artificer, so grab your goggles, and lets start the experiment. that prepares and casts spells like a cleric (prepare daily from the full D&D Beyond. Your Artificer Speclialist will grant you proficiency in an Note: You will always know more infusions than you can actually use at once, and you cannot learn the same infusion twice. The stand-out spells here are Healing Word, Mass Healing Word, and Death Ward allowing you to fulfill the healer role effectively should you wish to. Goliath 2 The Str score isnt worth much to you, but if this race interests you then Athletics proficiency, cold resistance, and a very nice damage reduction ability can make it worth your while. Gnomes Tinker trait. Homunculus Servant [6th level, a gem worth at least 100GP] 4 This is a mechanical companion that any Artificer can use, it can provide a weaponized bonus action for Alchemists and Armorers. Metamagic Adept 4 The small amount of Sorcery Points holds this back from being a 5, but the variety of options to enhance your spellcasting is great, with some potent options including: Quickened Spell, Twinned Spell, and Transmuted Spell. Of course, you may also be the First introduced in Eberron: Rising from the Last War, Artificers use technology . Amp up your Artificer with this 5E Artificer multiclass guide. Its important to remember that Life Channel will eat into your ability to heal on a Short Rest, so you should keep Cure Wounds prepared to compensate for this. This gives you quite a bit of freedom with your 5 ASIs, but as most of them come in levels that arent often played, if you want to take a feat earlier on its recommended to be a variant human or at least get your Int to 18 first. Then look no further, this is the subclass for you with a focus on offensive magic and the option to become an almost unparalleled temp HP generator. War Caster 2 This isnt as tempting for you compared to other spellcasters, the Tools Required stipulation of your Spellcasting feature actually allows you to cast unrestricted by having both hands occupied as long as you have tools or an infused item/weapon in your hand. This ability is a worthwhile use of some of your 1st level spell slots, with the effects being able to give useful boons to allies without the normal hiccup of concentration. The concept of a character hit points with False Life, plenty of Constitution, and as many AC boosts as However, the stats arent great and theres little here in general for an Artificer. Artificer has the most decision points of any class, requiring a ton of notation and reference to keep all your abilities and class features in check. Minotaur 3 Better than the original because of the choose your own stats, but worse as you no longer gain a skill proficiency, instead gaining a much more niche ability in Labyrinthine Recall. Note on War Caster ratings.. artificers can also used Infused items as a focus. Strixhaven mascot 1 With every Artificer able to choose the Homunculus Servant Infusion, there just isnt enough here to justify the high prerequisite and cost, especially when gaining a normal familiar is so much cheaper. Athlete 1 Whilst you could bump an odd Dex score with this, the benefits are so small that it isnt worth spending an ASI, or even a free feat, on. idea, but its possible. If your game does not allow item crafting or does not use magic items, Restorative Agents 5 You no longer need to prepare, or risk not preparing, Lesser Restoration and the free castings should, hopefully, be more than enough for your partys needs. Con being the spellcasting stat for this feat means that if you do take it, you should choose a spell that doesnt require it, like Shield. Soul of Artifice: A very, very good capstone ability. For a quick overview of the artificer class, see our breakdown of the dnd 5e classes. You can only use tools and infusions as a focus for Artificer spells, likewise many abilities that interact with spells directly specify that they have to be an Artificer spell. 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