How To Build Dungeons & Dragons' Most Powerful Artificer (2024)

How To Build Dungeons & Dragons' Most Powerful Artificer (1)

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By Louis Kemner & Jenny Melzer

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How To Build Dungeons & Dragons' Most Powerful Artificer (3)

Table of contents

The artificer is the first and only full class added to Fifth Edition. It fills a vital niche on both a mechanical and thematic front. Artificers are magical tinkerers who are as at home with the mechanical as they are with magic. They're also D&D 5e's only arcane half-caster, acting as a counterpart to the divine paladin and ranger.

Artificers are innovative and intelligent creators who can step back and look at a situation and then design and craft something epic to aid the party both on and off the battlefield. Regardless of the player's chosen subclass, they can become a powerful addition to the party if they make the right choices during their initial build.

Updated on May 20th, 2024 by Louis Kemner: This guide for the best artificer build in D&D 5e has been updated with more information on how to make the best artificer build, from species options to feats and magic items for any adventure in a campaign or one-shot.

Artificer Build Summary

How To Build Dungeons & Dragons' Most Powerful Artificer (4)

Ability Scores (in order of importance)

Intelligence, Constitution, Dexterity, Wisdom, Strength, Charisma

Species

Human/Custom Lineage, Yuan-Ti, Astral Elf, Earth Genasi, Autognome

Background

Sage, Haunted One

Subclass

Battle Smith

Feats

Skilled, War Caster, Fey Touched, Metamagic Adept

Spells

Booming Blade, Mending, Invisibility

Multiclass

Fighter, Wizard

Magic Items

Stone of Good Luck, All-Purpose Tool, Ring of Evasion

Perks Of The Artificer Class

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Related

Artificers have access to a ton of great spells in Dungeons & Dragons, but their cantrips will always be their most reliable.

Artificers are a rare D&D 5e class not geared for combat first and foremost. They're far from slouches in a fight, with combat ability to complement their moderate spellcasting. However, artificers emphasize utility and support above everything else in D&D 5e. Even the most violent artificers will be well-suited to buffing allies and bypassing obstacles in their adventurers.

Artificers have rare arcane healing magic and many abilities dedicated to boosting allies. In addition, they're the only D&D 5e class that can readily build magic items for themselves or party members to use. They can help friendly creatures without casting spells at them. The artificer is the best D&D 5e class for players who want to be a half-caster but don't want the other half to focus on killing.

Infuse Item is an artificer's defining feature besides their spellcasting. The artificer knows up to 12 different Infusions at high levels and can build half that amount at any time. These range from magical weapons to valuable items like a Bag of Holding to unique arcane gadgets that only an artificer can build.

Flash of Genius is another top-tier supportive ability for artificers. They can use their reaction to improve a creature's ability check or saving throw by an amount equal to their Intelligence. A D&D 5e artificer can keep this powerful ability in reserve and jump in when an ally looks set to fail a vital roll.

Right Tool for the Job and Tool Expertise highlight an artificer's less supportive abilities. They're among the best characters in D&D 5e for using tools to bypass obstacles, from more situation choices like carpenter's or gemcarver's tools to the ubiquitous thieves' tools used to pick locks and disarm traps.

Spell-Storing Item is similar in theme to Infuse Item. A D&D artificer imbues an object with a spell. A creature carrying that object can then cast that spell a number of times equal to twice the artificer's Intelligence modifier. At its least impressive, an artificer can give themselves ten free casts of a spell like Cure Wounds. Aside from that, they can give allies spellcasting potential, even relatively weak NPCs or completely non-magical martials.

Best Stats For An Artificer Build

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Related

D&D's Battle Smiths need to balance their ability to fight with their spells and other abilities. This means a good build is crucial for success.

Artificers rely more on a single ability score than most other D&D 5e classes. Intelligence dictates almost everything an artificer does. It guides their spellcasting, the saving throw DCs of their Artificer Infusions, the bonus and frequency of their Flash of Genius, the power of their Spell-Storing Items, and more. Artificers need high Intelligence before they can do anything else, making them similar to the wizard class. In fact, these are the only two classes that rely on Intelligence to get any work done.

A high INT score also boosts some unusual but nifty skill proficiencies in the game, such as Arcana, Investigation, History, and Religion. Since INT is a typical dump stat, the party ought to have at least one member who can handle these brainy skills, and in the absence of a wizard, an artificer will suffice. Players might also have fun roleplaying an INT-focused character like an artificer, allowing the character to show off their book smarts and ingeniously put together anything they can find like MacGyver to invent the solution to any problem.

Constitution is next-most important for D&D 5e artificers. They are not the sturdiest class, with only a d8 hit die, similar to warlocks and clerics. High Constitution helps keep an artificer alive, especially if they fight in melee combat. In addition, artificers get relatively few spell slots. Constitution bolsters their Concentration saving throws and helps preserve resources, such as resisting cold-based spells or enduring poison-based effects.

Dexterity is also fairly useful for the artificer class. After all, artificers only get medium armor in most subclasses, meaning Dexterity helps push their Armor Class that bit higher. However, it's less important than Intelligence or Constitution. Medium armor and their reliance on Intelligence for most attacks mean that a +2 is the highest Dexterity needed, whereas the other stats should be as high as possible.

With INT, CON, and DEX at their maximum, an artificer can choose between Charisma, Wisdom, and Strength to be their dump stat. Most likely, STR will be the dump stat unless the player has a melee build in mind, in which case STR should be on par with DEX or CON. In any case, CHA and WIS can be dumped, since no one expects an artificer to be the party's face, and WIS is best left to a cleric, ranger, or druid for skills like Survival and Medicine.

It can even be fun to roleplay an artificer who has serious book smarts but is socially inept, such as talking a shopkeep's ear off about their latest gadgets, or remembering the name of every gear in their toolbox but awkwardly forgetting the name of the NPC they just met. The whole "quirky genius" archetype is easy to portray with an artificer with high INT but modest WIS and CHA.

Best Species For Artificers

There are a few fantasy species in D&D 5e with the ideal ability score increases and/or innate traits for developing the best artificer build in a D&D campaign or one-shot.

Variant human is one of the strongest species picks for a powerful artificer, perhaps with custom lineage to boot. A free feat at level 1 is more valuable and synergizes better with class features than most race abilities. In addition, free skill proficiencies help D&D 5e artificers be even more valuable and utility-focused outside of combat.

Yuan-ti is particularly effective for an artificer build in D&D 5e. This species' spellcasting gives options an artificer can't normally access and can use Intelligence. Magic Resistance shores up any potential holes in an artificer's defense by making them much harder to target with spells. Poison Resistance is always welcome, even if it isn't especially valuable for the artificer.

Astral elf is an unconventional choice that works for D&D 5e artificers. It has many common elf benefits like teleportation and a free cantrip. However, its unique Astral Trance helps it stand out. One free skill proficiency and another tool proficiency for Tool Expertise to buff is especially valuable for a utility-focused artificer.

Earth genasi offer a few innate spells that artificers may like. They can innately cast Pass Without Trace starting at 5th level, making stealth easy for any artificer who would rather avoid a tough fight during an adventure. Also, earth genasi can use the Merge With Stone ability to innately cast Blade Ward, a fine way to resist regular physical attacks until the artificer can get heavy armor at level 3. Artificers are a bit vulnerable at levels 1 and 2 so that innate spell is vital for survival.

Autognome is an easy and obvious species to choose for an artificer build, especially if the playgroup is running a Spelljammer adventure. These artificial beings can get a +2/+1 or +1/+1/+1 spread to their ability scores as needed, and with Built for Success, they can add 1d4 to any ability check, attack roll, or saving throw, as though affected by the Bless spell. Also, with Specialized Design, autognomes get two tool proficiencies, a serious boon for the artificer class. What's more, if the Mending spell is cast, then it can be used to heal an autognome, and conveniently enough, Mending is an artificer spell.

For their background, artificers should look to bolster their Intelligence skills and get others valuable in day-to-day adventuring. Sage's Arcana and History proficiencies make a D&D 5e artificer build one of the most knowledgeable in the game. A Haunted One's Arcana and Investigation proficiencies similarly make an artificer well-equipped for scouring dungeons, particularly for magical traps or secrets.

Best Artificer Specialists

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Related

Adding interesting layers to the game, D&D 5e features several notable Infusions, allowing artificers to provide valuable aid to adventuring parties.

Every D&D 5e Artificer Specialist subclass is effective in its own right. They complement the artificer's versatility while improving one aspect of its kit especially. However, the Battle Smith stands out above the rest. Its blend of combat and healing abilities patch up the artificer's lack of offensive features while improving its support capabilities even further. The addition of a Steel Defender pet to deal more damage, pin enemies down, or protect fragile allies is also valuable, and its excellent spell list is the icing on the cake.

For artificer builds in D&D 5e that don't want to use martial weapons, Artillerist is the best bet. Its Eldritch Cannon provides a significant offensive boon with Force Ballista or Flamethrower, or almost unstoppable temporary hit point support with Protector. Arcane Firearm makes cantrips a force to be reckoned with. The bonus spells cement the D&D 5e Artillerist artificer as a build that can dominate the battlefield.

Best Feats For Artificers

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Artificer Level

Recommended Feat

1 (Human/Custom Lineage Only)

Fey Touched/War Caster

4

Ability Score Improvement: Intelligence

8

Ability Score Improvement: Intelligence

12

Fighting Adept/War Caster

16

Chef

19

Gift Of The Metallic Dragon

that is vital for most artificer builds. Its advantage on Concentration checks synergizes with the artificer's inherent Constitution saving throw proficiency. In addition, artificers like the Battle Smith or Armorer often fight in close combat. A spell is typically better than a single opportunity attack, even for combat-focused classes.

Fighting Adept is most useful for combat-focused artificers. Archery gives a significant accuracy boost to a ranged Battle Smith or an Infiltrator-model Armorer artificer in D&D 5e. Other options like Defense or Blind-Fighting have their uses. The martial weapon proficiency requirement can be troubling for any subclass other than a Battle Smith. However, the artificer's innate firearm proficiency does count as martial in settings with guns. More caster-focused artificers may consider Elemental Adept instead.

Fey Touched is an excellent starting feat for an artificer build in D&D 5e. With an artificer's limited spells lots, free casts of a valuable spell like Misty Step are always welcome. The artificer spell list is lacking in Divination and Enchantment spells, meaning the feat opens doors the class cannot typically consider.

Gift of the Metallic Dragon frees up a prepared spell that would otherwise be spent on Cure Wounds. It also allows an artificer to defend themselves or their allies with Protective Wings. This is particularly valuable on an artificer without Shield but saves on spell slots for those who can cast it.

Metamagic Adept is a fine feat for any artificer build where the player wants more flexibility with their spellcasting. Artificers don't multiclass well into sorcerer, so picking up this feat is the ideal way to twist an artificer's spellcasting with the Metamagic game feature. Transmuted Spell is a fine pick to get around a monster's elemental resistance or immunity, for example, and Quickened Spell allows an artificer to cast a spell costing an action and then use a cantrip of their choosing.

Best Artificer Infusions In D&D 5e

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Required Level

Recommended Infusions

2

Bag of Holding, Enhanced Arcane Focus, Enhanced Defense

6

Cloak of Elvenkind, Gloves of Thievery, Resistant Armor

10

Bracers of Archery, Cloak of Protection, Helm of Awareness

14

Amulet of Health, Ring of Protection

Related

Dungeons & Dragons 5e has a multitude of subclasses, and the Artillerist artificer is a damage-heavy build that relies heavily on spellcasting.

Infuse Item is one of an artificer's defining features. Given the endless possibilities for party makeup and weaknesses, it's impossible to say which infusions are valuable for each artificer and their party. However, some stand out as particularly powerful or broadly valuable to most artificers.

Enhanced Arcane Focus is almost a must-have for any D&D 5e artificers who rely on cantrips for their damage. A significant attack bonus coupled with ignoring cover buffs accuracy to an eye-watering degree. Magic items that improve spells are rare. Enhanced Defense is welcome for almost any tank character, particularly once its bonus increases to +2 AC.

like the Cloak of Elvenkind can cancel out an artificer's likely disadvantage on Dexterity (Stealth) checks or make their party's stealthiest character even harder to spot. A Cloak of Protection and Ring of Protection have identical benefits that stack, potentially giving a character +2 Armor Class and +2 to all saving throws.

Best Artificer Spells

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Spell Level

Recommended Spells

Cantrip

Fire Bolt, Guidance, Mending

1

Absorb Elements, Cure Wounds, Faerie Fire

2

Aid, Enhance Ability, Heat Metal

3

Dispel Magic, Haste

4

Arcane Eye, Freedom of Movement

5

Animate Objects, Greater Restoration

Related

Dungeons & Dragons 5e has interesting subclasses, one of which is the alchemical artificer, whose elixirs add a whole new dimension to combat.

The artificer spell list in D&D 5e offers broad utility, support, and buffing options. Combat options and more specific synergies typically rely on Artificer Specialist bonus spells. Nonetheless, the base spell list has some obvious choices. Fire Bolt is one of the game's best combat cantrips, whilst Mending is vital for many Artificer Specialists. In addition, Guidance has almost unmatched usefulness in the adventuring day.

Cure Wounds ensures the artificer can always bring allies back into the fight, albeit at the cost of their action. Normally, this is a good spell for clerics to cast, but if the party lacks a cleric or even a bard, an artificer can pick up the slack. Similarly, Aid buffs an entire party's maximum hit points to make unconsciousness less likely. Haste is one of D&D 5e's best buff spells, and an artificer's effective Concentration saving throws make them unlikely to suffer its worst drawback.

An artificer's utility spellcasting also shouldn't be overlooked. Enhance Ability, Dispel Magic, and Arcane Eye are invaluable for overcoming adventuring obstacles, shutting down dangerous magical effects, and scouting an area before the party enters. The artificer spell list is full of useful tools for bypassing or managing threats in dungeons and other adventuring locales.

Multiclassing A 5e Artificer

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Artificers make for a perfectly effective single-classed character. In particular, Soul of Artifice is one of D&D 5e's best capstone features that can never be reached by a multiclassed build. Nonetheless, some players may want to expand their options with another class' abilities.

Fighter characters can multiclass with the artificer class with surprising ease. A Fighting Style and Action Surge help shore up an artificer's combat potential significantly, particularly for a Battle Smith or Armorer. Eldritch Knight's spellcasting can offer new options many artificers lack, and Psi Knight or Arcane Archer provide other uses for high Intelligence.

Wizard is another obvious choice. This D&D 5e artificer multiclass build would expand the character's low-level spellcasting choices immensely while giving them higher-level spell slots at a high rate but limits their access to higher-level spells. Artificers focusing on magical attacks such as Artillerists or Alchemists could benefit from more slots to throw at enemies and many spell choices not on their base spell lists.

The Best Magic Items For An Artificer

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While artificers are highly adept at modifying and making magic items or other equipment for any adventure or epic dungeon crawl, artificers shouldn't neglect their own equipment. Like any other class, artificers should look out for excellent magic items in any pile of loot the party may find, and equip the best items that suit their needs.

If an artificer has a skill-heavy build, then they can obtain a Stone of Good Luck, which gives the user a +1 bonus to all saving throws and ability checks, meaning a skill-heavy artificer will find it easy to get any job done. As work-oriented half-casters, artificers will feel more interesting if they put their skills to good use and not rely entirely on fancy magic, and taking that route makes a Stone of Good Luck that much better. This magic item requires attunement, but if an artificer loves using their skills and/or has iffy saving throws, it's worth it.

One of the very best magic items for artificers is the All-Purpose Tool, which comes in the uncommon, rare, and very rare rarities. The All-purpose tool grants either a +1, +2, or +3 bonus to the user's spell attack rolls and spell save DC based on the tool's rarity, but that's not all. The All-Purpose Tool, true to its name, can transform into any artisan's tool the wielder desires, and the user has proficiency with it.

Finally, at the cost of an action, the All-Purpose Tool allows the user to learn any cantrip they don't already know from any class's spell list. That cantrip will be considered an artificer cantrip. For eight hours, that cantrip may be cast, and once this feature is used, the artificer must wait until the next dawn to use it again. The All-Purpose Tool requires an attunement slot, and for any artificer, that's a small price to pay.

The Ring of Spell Storing is a popular and excellent magic item for any spellcaster, so if the party finds one, the artificer will probably have to fight over it with the party's other casters, most of all if there's a warlock, since warlocks must manage their limited spell slots. If an artificer can get and attune to a Ring of Spell Storing, they are advised to charge it with defensive spells like Shield and Absorb Elements to boost their defense in any fight or tough boss battle and conserve their spell slots for other magic.

Broom of Flying is a wonderful magic item that's ideal for spell-heavy support classes like artificer, allowing an artificer character to stay out of harm's way while using their infusions and spells to get the party in fighting shape. Melee-oriented artificers won't like the broom as much.

Ring of Evasion is helpful if a player didn't manage to give their artificer a decent DEX bonus. This magical ring allows the user to forcibly change a failed DEX save into a success at the cost of one of this ring's three charges, so dodging Fireball or a blue dragon's lightning breath is now a cinch.

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Dungeons and Dragons

A fantasy roleplaying tabletop game designed for adventure-seekers, the original incarnation of Dungeons & Dragons was created by Gary Gygax in 1974.

Franchise
Dungeons & Dragons

Original Release Date
January 26, 1974

Publisher
Wizards of the Coast , TSR Inc.

Designer
E. Gary Gygax , Dave Arneson

Player Count
4-8 Players Recommended

Age Recommendation
12+

Length per Game
3 hours +

Expansions
Dungeons & Dragons 2nd Edition , Dungeons & Dragons 3rd Edition , Dungeons & Dragons 4th Edition , Dungeons & Dragons 5th Edition

Summary

Dungeons & Dragons is the fantasy tabletop role-playing game that has persevered for nearly 50 years and continues to grow strong. Created by Gary Gygax and Dave Arneson, the game first made publication in 1974 and now falls under the Wizards of the Coast publishing wing. A typical game of DnD consists of 4-6 players, with one player acting as the Dungeon Master. Players can take a sheet and by consulting the various rule books and expansions, can create their own character with weapons, skills, and physical appearance. Once all characters are created, the Dungeon Master sets them off in a campaign of their choosing or design, where players will have to follow the rules of the DM as they roleplay their way through storylines. The characters will level up, find equipment, and experience permanent changes based on the way the story plays out. A roll of the dice can mean the difference between a successful hit, and a painful end. The most recent edition of Dungeons & Dragons is the 5th edition rule book.

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