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5e Artificer Guide

5e artificer guide

If you’re looking for a comprehensive guide to the 5e artificer, you’ve come to the right place. We’ve put together a list of all the different skills, tools, and armor that an artificer is capable of using. This way, you’ll have all the information you need to build your artificer into a powerful character.

Spells

Artificers are a class in the Dungeons & Dragons 5th Edition game that has a number of spells that can be used by the character. However, there are some limitations with their spell list. They can’t create items with a high degree of craftsmanship. And they don’t have any AOE damage spells.

The best artificer spells are multifaceted and versatile. They can provide battlefield control, do some damage, and infuse the character with a magical ability.

Booming Blade is a good example. It allows the character to make a melee attack while dealing 1d8 thunder damage. This damage increases with each level.

It’s important to note that the effects of these spells vary based on the type of material used. For instance, it may take a full minute to cast Creation. But the character may be able to craft a mineral-based item, or a plant-based one.

The artificer subclass also has a masterlist of spells. In fact, they start with two cantrips at level 1. These are not interchangeable. When the artificer reaches a level with an ASI, he or she can choose to change these cantrips.

There are also other useful and situational spells for the artificer. One of the most important is Mending. By using this spell, the character can repair an Eldritch Canon or “heal” a Steel Defender.

Weapons

Artificers are famous for their craftwork and can craft a variety of different tools. They are also able to use their intelligence to create weapons and other equipment. These tools can be either simple or complex. Some are useful for dealing damage and others are purely for fun.

The basic artificer starts with three tool proficiencies. In addition, the artificer may choose to add more proficiencies. To do this, the character has to spend one hour in uninterrupted work. Alternatively, the character can trade tool proficiencies for racial armor or weapon proficiencies.

The dagger is a common choice for a melee weapon. It is a finesse weapon that works well with Dexterity. Although it has less damage than a bow or crossbow, it has a large range. Using this weapon with Dexterity can make it easier for an artificer to overcome cantrip damage.

Another great choice is the Vicious Weapon. This simple item is forged at any forge and offers unique effects. For example, it can provide an extra 2d6 damage when a Natural 20 is present. Alternatively, a character can use this weapon as a Ranged attack, or as a Swordburst.

Lastly, the Staff of Power is a very powerful weapon for the artificer. When it’s attuned, it can grant a +2 bonus to Damage Rolls, and an additional d4 to saves, ability checks, and alchemy checks.

Armor

The 5e Artificer is an excellent choice for anyone looking to combine technology and magic. You have the opportunity to create some interesting magic items, such as a magical shield that repels foes.

Among the artificer’s most impressive feats is the creation of an infusion that gives a temporary boost to your weapon. This may not seem like much, but it’s quite significant when it comes to dealing with your enemies.

There are several ways to do this. One of the easiest is to use an infusion to turn a regular greatsword into a +1 greatsword. Another is to swap special armor modes during a long rest.

Infusions are also useful when it comes to casting spells. These can include an ability score increase or a material component. However, these are only temporary bonuses.

The best way to optimize your Artificer is to combine an infusion with the right combination of skill and magic item. Some of the best options include the Mind Sharpener, the Fey Touched, or a Radiant Weapon.

An Armorer also has the ability to make a +1 greatsword and don armor as an action. Despite its name, this isn’t as solid as the magical weapon, but it’s an option that is well worth considering.

Tool Proficiencies

The Artificer is one of the most versatile classes in the game. Unlike the wizard, which has to rely on spells or wizardry to keep its hapless charges alive, the Artificer has a bevy of utility-based skills to keep the party on their toes. These include a ranged and melee pressure-bearing skill, as well as a number of tools to make their lives easier. This article will cover some of the more pertinent skills and capabilities to expect from the 5e Artificer.

Of course, not all abilities are created equal. For example, the alchemist may not be able to cast a staff of power with a shield. Fortunately, the Artificer has three tool kits to choose from and can eventually master each of them. A good rule of thumb is to pick the kit that offers the most benefits for the least cost.

In the end, the Artificer can keep up with its counterparts in terms of optimization, particularly in the spellcasting department. As such, a well-rounded player can get the most out of each and every spell. And, since the artificer has three tool kits to choose from, it won’t be hard to pick the right one for you and your mates.

Fey Ancestry

Artificers have two skills. One is a bonus action which gives the character a teleportation of up to 30 feet, which is great for getting early teleportation. This ability can also be used to save spell slots. The other is a skill which allows the Artificer to learn Mending. These are not all the skills offered by the Artificer, but they are situationally useful.

Artificers have access to infusions. These are spells which can be cast in a hand. If an artificer needs to use one of these infusions, they have to place focus in the item. Alternatively, they can learn to use Focused Item.

Some of these infusions, such as Burning Hands, are situationally useful, while others are not. For example, Bite is difficult for Artificers. Another problem for Artificers is that they do not have resistance to psychic damage. However, they can get Fire Resistance from spells.

In addition to the benefits of using an infused object, the Artificer has a chance of getting an advantage on stealth checks. They can also benefit from a Pass Without Trace and Blade Ward.

Fey Ancestry is a fringe condition, meaning that it’s not always the best choice. While it does give the Artificer some unique features, it can be affected by sleep effects and charms.

Trance

Artificers are usually associated with technology and machines. That being said, they can also be a big part of the team and have their own special abilities. For instance, they can breathe underwater, or cast Absorb Elements. They can even replace 13+ armor with infused items. This enables them to perform feats of strength and stealth on par with their peers.

There are many artificers to choose from, but one of the most interesting is the Yuan-Ti. The artificer may not be the best at defending himself, but he’s a great at making magic and has a decent amount of spells to boot. His innate spellcasting is a bit of a letdown, but he isn’t lacking for options. In fact, he’s probably more than a few levels ahead of his peers.

He’s got a few other class-specific special abilities, such as a slew of weapons and tools. Combined with the class’s strengths in combat, this makes for a formidable foe in any scenario. It’s no surprise then that artificers are popular with GMs. Having a class that can handle most of the party’s needs is a huge plus for any GM. Luckily for the players, they can still enjoy some fun as well.

Infiltrator

The Infiltrator is a spell-casting class. This class has access to lower level crowd control spells, and can also attune to more specific or powerful items. Artificers are usually associated with machines, but they can also make magic items. However, they are not the best at crowd control. They should be careful when fighting, and they should avoid melee combat. Using a shield can help.

The Artificer’s first key feature is spellcasting. Depending on the DM’s rules, this class can gain +6 to all saving throws. In addition, the class has the ability to give its enemies disadvantage when they attack the Artificer. It can also gain advantage on attacks for the party. As a result, it can keep up with the rest of the party when it comes to spells. Despite its weak damage, the Infiltrator’s other features can be useful.

The Lightning Launcher feature is an excellent tool. Whenever the Artificer uses an attack, it can immediately give its victim an advantage on the next attack roll. If the opponent fails, the Artificer will take additional damage. Luckily, the feature lasts for indefinitely.

One of the best spells in the game is the web, which the Artificer can cast for free with a Spell-Storing item. It can also be used to prevent falling.

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