Note: More so than the Eberron feats, the following feats are designed explicitly for the high magic Strixhaven setting and this is reflected in the balance of the feats. Slasher 3 This is a similar case to Piercer, but being able to reduce the speed of a creature at will is a great control ability for those looking to control the battlefield a bit whilst tanking or skirmishing. Divinely Favored [4th level] 3 With your spell slots at a premium the free casting of a spell and an additional cantrip are always welcome. The most important thing you can get from your race is an Intelligence increase. And steel defender is really great. Being able to add your Int mod to a Strength check to grapple or shove a creature can greatly improve your overall success at that tactic. We have also added in the missing Arcane Propulsion Armor . The (up to) five uses is enough to make a difference, but few enough that you need to consider when is best to use them and 2d6 is enough damage, or healing, to potentially turn the tide in a fight.Improved Defender 5 An across the board improvement to you as a Battle Smith, with the Arcane Jolt buff making it feel more impactful in late-game D&D and the combination of AC increase and damage to your Steel Defender keeping your metallic friend a force to be ignored at your enemies peril. Grappler 1 A bad feat, if you want to be a grappling Artificer then you would be better off getting Expertise in Athletics from another feat instead. youre clever you can come up with all kinds of uses for Magical Tinkering. For example, you may want to invest in a higher Con score for the Guardian model, whilst you may want to find a source of Expertise in Stealth for the Infiltrator model. Alchemist Spells 4 The offensive spells on offer here arent great, but all will work with your 5th level feature for additional damage. (Typically you cant perform somatic Quick-Start Guide: Gnomish Artificer. DnD 5e - The Artificer Handbook RPGBOT April 20, 2021 Last Updated: June 13, 2022 Introduction This guide is for the latest version of the Artificer class. Thanks for commenting! Longtooth Shifter 2 There is a +1 Dex and some temp HP but the elongated fangs are useless to you, mostly a roleplay choice. Genius to that, and you can add +11 to any save on top of your normal that prepares and casts spells like a cleric (prepare daily from the full Note: Your Steel Defender can attune to magic items you can create with your infusions, and if it has appropriate anatomy, can serve as a mount for small Artificers. Some ratings of the magic items might be nice. Use the buttons below to fine tune the content you see in our guides. The 5e artificer has bounced around in playtesting for years before getting a real launch, and for good reason. got that at first level, so you get to replace it with any other For example, an Artillerist can wear a shield, hold their Arcane Firearm, their Eldritch cannon, and even a dagger infused with Radiant Weapon for a defensive reaction when Shield wont save you. retrain one option at every level (including this one), so you could Minotaur 1 This is just bad for an Artificer, give it the hoof and keep looking. Skills:Only two skills from a small list, and not a lot of these come up a bunch. Defense and/or Enhanced Weapon. The artificer is not new to D&D, but it is the newest class available in the 5th Edition. Ability Score Increases (ASI) at4th, 8th, 12th, 16th, and 19th level. Magical Tinkering give you plenty of utility options outside of If an infusion has a requirement, such as attunement, it is denoted in [brackets]. Action Surge is a huge boon to any character, allowing you to do twice the damage or twice the healing that you would normally do. to serve as a blaster, a healer, and a support caster. 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. The advantage against charmed and frightened can be very useful against many, many monsters. Goliath 5 With stats that now align with whatever you wish, the change to Stones Endurance rockets this option to a 5, allowing you to tank a staggering amount of damage over the course of the day, or in a single combat. If you enjoyed this guide and found it helpful, comment below, and check out our other class guides. The class is highly customizable, allowing you to be a formidable frontline or ranged combatant, or support. you up to 19 AC, giving you nearly as much AC as a fighter in full Dragons setting. Gunner 3 This would benefit those Artificers that use ranged spells as well as Infiltrators and Battle Smiths, this is a great feat if youre concerned about getting closed in on and having to suffer disadvantage. The 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. versatility and adaptability is very powerful, it also requires a great deal The Rock Gnome doubles down on the Artificers theme by adding the Rock shuffle where you apply all of your infusions, and pick magic items from a Mobile 2 Excellent if you intend to play a skirmisher, but for most Artificers, this is too niche to spend an ASI on, 10ft movement speed bonus or not, keep moving. youre going to miss out on those features. Locathah 1 Suffocating because you cant fully submerge yourself every four hours is a pretty strong deal-breaker for most games. Thieves Tools means that Tool Expertise has at least one important use case While some of these decisions may remain static for to the second group of Infusions and the second group of options for Remember though, your fun comes first; its actually very difficult to build a character that is entirely bad in DnD 5E, so if you have a concept that doesnt rate highly, you might still have fun playing it. I would agree that if you go off only the PHB + DMG tools are fairly boring and useless, but I feel its pretty lazy to write them all off without looking into Xanathars for what this tools can actually DO. However, the notable exception of The Battle Smith, in particular, is a good choice for this race as the Steel Defenders Repair feature allows you to heal yourself with a bonus action and Arcane Jolt will still heal you just as well as your fleshy friends. This adds some Temporary Gift of the Chromatic Dragon 2 This is only really for Armorers and Battle Smiths, and the Reactive Resistance can free up a prepared slot and spell slots from Absorb Elements, but it doesnt provide the added damage afterward. If you need nothing else, use Enhanced Arcane Focus and Enhanced This guide will evaluate each option for the Artificer on a scale of 1-5 this is a rating of the abilities potency and overall usefulness, primarily focusing on combat where appropriate. Protective Ward gives you the flexibility of protecting yourself or others, but eats slots you dont really have to spare in exchange for an impressive formula. This doesnt quite hit a 5, however, as Fortune of the Many is still reliant on having allies nearby and Fey Gift has a high chance of clashing with a bonus action ability from your subclass or an infusion. The individual shifting features will be reviewed below: Tabaxi 5 The originals speed boost was great, but now you can have relevant stats and the climbing speed has been increased to match your walking speed. It is indeed phenomenal casting a Booming Blade, as an Armorer is likely to have the highest AC in a party and wont want an enemy to get away too easily ???? Charisma 2 This is entirely down to your character concept: do you want to multiclass into a Cha-focused class? 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. setting. was originally published in Eberron: Rising from the Last War, and updated in Taking from a Reddit comment that sums it up better than I can, Fall Damage in D&D 5e: Rules and Calculations, Artificer Specialist, The Right Tool for the Job, SotDQ: Dragonlance: Shadow of the Dragon Queen, Magic Stone only works on pebbles and requires an attack (on a hit) for the damage to take effect (specifically via throwing or slinging). Charger 1 This is not a good feat in general and youre not the exception to that. This is is better at 1st level, and then never catches back up to the original formula. Sharpshooter 4 This is a great way to increase damage for both ranged Battle Smiths and Infiltrator Armorers. In addition to Keen Mind and Linguist, two feats introduced in Tasha's Cauldron of Everything are also great options: Telepathic and Telekinetic. As mentioned previously any races that are republished without changes wont be included in this section. It is rare that you will come across a magical item outside of your class, race, spell, and level requirements to use with this feature. Very good point! The alchemist adds some nice healing benefits to the Artificer. All great tools for tinkering Wizards. A one-level dip into Rogue gets you Expertise and Sneak Attack, both very worthwhile features. Deep Gnome 4 A gnome without the slower speed, including Gnomish Magic Resistance, with the added benefit of 120ft range darkvision and some out-of-combat spells. We will not include 3rd-party content, including content from DMs Guild, in handbooks for official content because we cant assume that your game will allow 3rd-party content or homebrew. Monk 1 The prerequisites here actually arent bad, as you need Dex for your AC anyway this is the same as multiclassing into Cleric or Druid, however, wearing armor locking down a lot of the benefits you can get from this class is a deal-breaker. Dhampir 4 An interesting option for an Artificer, the stats are to your taste and the combination of Deathless Nature and Spider Climb provide benefits that you would otherwise need to spend infusions on gaining. Tiefling (PHB aka Asmodeus) 3 A good option that would have pushed a 4 at least had it not relied on Charisma for Infernal Legacy, or provided a more relevant +2 stat bump. you can manage. Note: Being a generalist is a role, if you just want to cover as many things as possible with your character then look at what you cant do, and how a certain class might enable those things for you. document.getElementById( "ak_js_1" ).setAttribute( "value", ( new Date() ).getTime() ); Or follow us on Instagram,Twitter, Facebook, and Patreon. Its recommended to have your book/PDF/DnD Beyond page open to reference and follow along with the guide. or override incredibly low ability scores with little effort. This is a guide, not a contract written by Asmodeus. Polearm Master 1 Only applicable to Battle Smiths, the bonus action attack clashes with your Steel Defenders attack and smite spells, making this a poor choice unless youre trying to get the most out of Great Weapon Masters +10 damage. takes those forms. and someone in your party is a non-spellcaster so their Concentration isnt At minimum, this means that your cantrips are more useful as an at-will attack and your blasting spells will effectively be cast a level higher than the slot you spent on them. cantrips like Prestidigitation. Rock Gnome. That last part makes this class a perfect dip for an Alchemist, allowing you to convert your short rest spell slots into more Experimental Elixirs. Like I said previously, its actually pretty difficult to make a truly bad character in 5e. Curious since all other infusions were noted. However, the Artificer is complicated. When grabbing spells from other spellcasting classes, think about why you want that spell and how it will interact with your class features. Piercer 2 This is a decent, if not flashy, damage boost but whilst solid, the +1 relies on having an odd Dex and the feat only really benefits certain Battle Smiths. The Artificers main strength comes outside of combat, where they are able to tinker with items and provide lasting buffs to their party members. Even if youre a dwarf. Observant 4 The primary benefit here is rounding our your Intelligence score, but having an exceedingly high passive Perception and Investigation score can help immensely in some games, whilst frustrating your DM just a tiny bit. This is only held back to a 3 by the combination of the requirements to take the feat and only half of Artificer subclasses benefiting from it. theyre typically no better than what the Artificer gets by default, though 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. Artificer Infusions Breakdown. For help selecting spells, see my in a typical campaign. You also notably dont need to provide components, so you can use spells +4 can turn a Unfortunately, you cant wear medium armor whilst flying making you far more dependent on Dexterity, unless you want a lower AC. The formula Bolstering Rally uses is rather generous with two different points of scaling to keep it relevant as you increase in levels. Gift of the Gem Dragon 5 Offensive reactions are in short supply for the Artificer as a whole and as far as they go, this one is great as it provides not only damage but pushes the monster away from you so you have a chance at escaping. Powerful Build and Speech of Beast and Leaf are nice ribbon abilities that can help build roleplay aspects of your character. The ability to say no to dropping to 0 HP potentially six times in a day makes you as hard to kill as a high-level Barbarian, just with a higher AC rather than more hit points. something. The Artificer has been a popular concept since at least 3rd edition, where document.getElementById( "ak_js_2" ).setAttribute( "value", ( new Date() ).getTime() ); This site uses Akismet to reduce spam. Gith 5 Nothing in the overall race besides an Intelligence increase, and youre an Intelligence-based caster! It can be really hard to say no to any feat that boosts your primary stat whilst giving you a good ability. You can find everything you need to play one of these inventors in the next few sections. absoltuely punishing for players who dont like to spend hours agonizing over Experimental Elixir 3 This feature can be incredibly useful, provided you are aware of the drawbacks: the random nature of your free elixir and the lack of scaling built into the options themselves. As most Artificers will be relying on medium armor youll want a decent score in both Dexterity and Constitution, but Strength, Wisdom, and Charisma can be done to taste. that will make good use of your 2nd-level spell slots. never recieve a free set of tools except for the Thieves Tools included in Those Privacy Policy. Let it advise you and not force you away from your own ideas. Fade Away [Gnome] 5 A great way to advance your Int progression whilst adding a very useful defensive reaction to your bag of tricks. For the subclasses that will be wading into combat, they will quickly find their d8 hit dice can let them down. Hadozee 4 The flexible stats are great, the Glide erases any worries of falling damage, and the damage reduction increases your durability and makes it easier to maintain concentration on your spells. This is a convenience ability that only gets a 5 as it is a bonus to your subclass abilities at this level. item. 5.5, 11, 16.5, and 22 depending on your level) until your The Alchemist gains proficiency with Alchemists Supplies, but we This build doesnt require feats. If there is a Cha-focused character in your party they would be better suited to this feat. 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. Protective Magic is best used for spells like Aid, Pass without Trace, or Warding Bond. extra set of artisans tools. proficiency bonus with all five of your tool proficiencies. You enjoyed this guide and artificer 5e guide it helpful, comment below, for... 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