DnD 5e Artificer Subclass Breakdown – RPGBOT (2024)

DnD 5e Artificer Subclass Breakdown – RPGBOT (1)

Introduction

Artificer subclasses go a long way to determine your role in the party, allowing you to play as a Blaster (artillerist), a Defender or Striker (armorer, battlesmith), or a Support caster (alchemist). While any artificer can fill any of those roles to some degree by changing their spells and their infusions, your subclass really emphasizes a specific role and offers the tools to thrive in that role.

Table of Contents

  • Introduction
  • Disclaimer
  • Artificer Subclasses – Artificer Specialist
    • Alchemist (ERLW / TCoE)
    • Armorer (TCoE)
    • Artillerist (ERLW / TCoE)
    • Battle Smith (ERLW / TCoE)
  • 3rd-Party Publishers

Disclaimer

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.

  • Red: Bad, useless options, or options whichare extremely situational. Nearly never useful.
  • Orange: OK options, or useful optionsthat only apply in rare circ*mstances. Useful sometimes.
  • Green: Good options. Useful often.
  • Blue: Fantastic options, often essentialto the function of your character. Useful very frequently.

We will not include 3rd-party content, including content from DMs Guild, in handbooks for official content because we can’t assume that your game will allow 3rd-party content or homebrew. We also won’t cover Unearthed Arcana content because it’s not finalized, and we can’t guarantee that it will be available to you in your games.

The advice offered below is based on the current State of the Character Optimization Meta as of when the article was last updated. Keep in mind that the state of the meta periodically changes as new source materials are released, and the article will be updated accordingly as time allows.

Artificer Subclasses – Artificer Specialist

Not specialties: specialists. No, it doesn’t make sense.

Alchemist (ERLW / TCoE)

The Alchemist adds a number of excellent healing and support options to the Artificer, but doesn’t fundamentally change how the core class functions. You won’t be able to match the healing power of a full caster like the Cleric, but you’ll be able to cover those capabilities well enough to replace a cleric in most parties, and Experimental Elixir expands your magical options to help support and protect your allies with temporary elixirs which work like potions.

Alchemist Artificer Handbook

  1. Tool Proficiency: Alchemical items arefantastic, though there is an admittedly limited menu of them in 5e.
  2. Alchemist Spells: A good variety ofoptions, including staples like Healing Word, some situational buffs, andoffensive options which are generally AOE spells with a debuff effect. Noneof the spells are on the Artificer spell list, so this adds a lot of newfunctionality.
    1. 3rd Level: Healing Word is among themost essential spells in the game. Ray of Sickness is bad.
    2. 5th Level: Decent offensive options,but nothing spectacular.
    3. 9th Level: Both options are useful inextremely common situations.
    4. 13th Level: A decent single-targetdamage option and an absolutely crucial buff.
    5. 17th Level: Raise Dead issituational, and by this level other spellcasters have much better waysto raise the dead. Cloudkill is decent damage, but only if you can finda way to hold enemies in the area.
  3. Experimental Elixir: This is intentionallyhard to predict, which makes it hard to rely upon. When you get multipleelixirs you’ll have several chances to get effects you care about, but thefree elixirs are still random. Since you roll the effects of the elixirswhen they’re created, you at least know what their effects will be, soyou’re not passing out random mystery co*cktails to your party.

    You can also spend a spell slot to create an additional elixir, whichmeans that these are something like 1st-level spells. Think of the freeelixirs like a surprise that might be exactly what you need, butdon’t count on them. Instead, expect to spend spell slots for elixirs.

    • Healing: Basically a Potion ofHealing. Nothing fancy, but always nice to have. When you later gainRestorative Reagents, this can be a great option because it bothrestores lost hit points and grants a pad of temporary hit points.This provides as much healing as casting Cure Wounds as a 1st-levelspell, but you also have the option of giving the elixir to an ally sothat they could use it themselves, and once you get Restorative Reagentsit becomes much more powerful than anything that a 1st-level spellslot could replicate.
    • Swiftness: Situational, but theduration is nice and long and it stacks with things like Longstrider.
    • Resilience: Similar to Shield ofFaith, but half the effect and more costly to start (an action to drinkthe elixir vs. a Bonus Action to cast Shield of Faith). Still, with a10-minute duration, the recipient can drink it ahead of time.A good buff for your party’s melee characters, especially if they’reworking with relatively poor AC (barbarians, two-handed weapon users, etc.).
    • Boldness: Similar to Bless for asingle target, and it notably stacks with Bless. With a 1-minuteduration, the recipient will need to drink it immediatelybefore combat starts or during combat, which is a hard way to spendand Action.I would happily spend 1st-level spell slots to buff my party’smartial characters with this.
    • Flight: The ability to fly, even atsuch low speed, can solve a ton of problems.
    • Transformation: Situational. AlterSelf normally requires Concentration, so the fact that this doesn’tis great despite the shorter duration.
  4. Alchemical Savant: Add your Intelligencemodifier to things like Healing Word, but also to things like Acid Splash,Fire Bolt, and Poison Spray. This makes Acid Splash a very exciting cantripbecause applying that damage to two targets is very effective, but you stillwant Fire Bolt as your go-to damage option for single targets.
  5. Restorative Reagents: Easy access toLesser Restoration without expending your extremely limited spell slots isnice, and the temporary hit points are a welcome addition to ExperimentalElixir because it means that even the least-useful elixir still provides atangible benefit.
  6. Chemical Mastery: Two damage resistances,and you can cast two extremely powerful healing spells for free each daywithout material components.

Armorer (TCoE)

If you want a martially-focus artificer similar to the Battle Smith without the mess of having a robot puppy following you around, the Armorer is for you. If you want to live your fantasy of playing a magical iron man, blasting and smashing people while nearly impervious to attacks, the Armorer is for you. If you want to play a character who’s missing a limb and have a magical prosthesis in its place, the Armorer is for you.

Mechanically, the Armorer is excellent. The features are good and useful beyond just a pile of numbers, and while there is some extra complexity on top of the Armorer’s already high degree of complexity, the resource pools are easy to manage (especially compared to the Artificer’s core features) and there’s a built-in solution to all of the subclasses own problems.

There’s a lot of room to draw comparisons between the Armorer and the Battle Smith. Both gain the ability to make weapon attacks using Intelligence, allowing you to split your focus between martial attacks and spellcasting without sacrificing efficacy with either. The trade-off between the two comes in how the two subclasses handle their roles as Defenders and/or Strikers.

The Armorer can focus more on being a Defender, especially in Guardian Armor, and between Booming Blade and Thunder Gauntlets the Armor is extremely “sticky”, meaning that they’re good at forcing enemies to stay engaged with the Armorer rather than running off to attack your comparably frail allies. The Battlesmith does more damage thanks to their Steel Defender, but lacks that same “stickiness” which Thunder Gauntlets offers.

Infiltrator Armor turns the Armorer into more of a ranged Striker and Scout, so it’s easier to compare them to the Artillerist, where the Armorer trades the Artillerist’s support capabalities for Advantage on Stealth checks to allow them to serve as a Scout.

If you’re building an armorer, the hardest part is surviving levels 1 and 2. You can play an armorer with 8 Strength and 8 Dexterity, but that means that your AC is dangerously low until you can get to 3rd level. Be cautious. Hide behind stuff. Fight at range as much as possible, and do everything you can to not be in places and situations where something will feel the need to cause you bodily harm.

For more help with the Armorer, see our Armorer Artificer Handbook.

  1. Tool Proficiency: Heavy armor proficiencymeans that you no longer need to concern yourself with Dexterity. Gettingthrough levels 1 and 2 with 8 Dexterity was probably a nightmare, but nowyou’re here and you can seal yourself inside a suit of plate mail (unlessyou’re going for Infiltrator armor) where you’re nice and safe. You also getsmith’s tools, which are one of the better tool options if you want to craftadventuring gear since so much of it is typically made of metal.
  2. Armorer Spells: Starts off slow, butfinishes strong. Mostly offensive damage spells, but at high levels you getmore diverse and useful options.
    1. 3rd Level: Two offensive options.Thunderwave is situational, but sometimes pushing enemies is helpful.Magic Missile is nice and reliable, but without a boost to your spelldamage and with only 2/3 spellcasting progression, offensive spells aretypically a terrible way to spend your spell slots. Even so, MagicMissile is a great way to break Concentration since it forces a save foreach missile.
    2. 5th Level: Mirror image is a gooddefensive buff, though it will wear off quickly for anyone trying to useit in melee. Shatter is passable AOE damage.
    3. 9th Level: AOE save or suck andlightning bolt, which fits the theme much better but is much lessuseful.
    4. 13th Level: Two excellent buffs,though ironically Fire Shield may not be especially effective since theArtificer’s AC is notoriously high so enemies may have trouble hittingyou enough that it will deliver consistent damage output.
    5. 17th Level: A decent utility optionand an excellent area control option.
  3. Arcane Armor: The Armorer’s signaturefeature, Arcane armor is the heart of the three features which the Armorergains at 3rd level. This removes the Strength requirement from heavy armor,allowing you to wear full plate comfortably with 8 Strength, and preventingthe armor from being removed against your will so it’s incredibly difficultto lose your signature tool.

    Note that this feature doesn’t make your armor a magic item. That’simportant because it still allows you to infuse the armor. It alsospecifically allows you to remove the helmet as a Bonus Action, and sinceyou’re not wearing a helmet you can infuse and wear a separate helmet. Youwon’t be able to infuse your boots or gloves until level 9 when you getArmor Modifications, but two infusions can still go a very long way. Plus,you can always use a shield, a weapon, hand-held items that you infuse,cloaks, etc.

    Despite its benefits, this feature does have some problems. First, youneed to provide the armor, which means that you likely need to fork overthe 1,500gp to buy full plate, which players typically can’t afford untilaround level 5. Second, if you don other armor the effect ends on yourcurrent Arcane Armor so if someone forces you into a suit of padded armor(admittedly hard since your armor can’t be removed against your will) andsteals your smith’s tools you’re in trouble. Third, depending on what typeof armor you’re wearing, you may be unable to use magic items (includinginfused ones) which go in on your hands or feet until you get ArmorModifications at 9th level. The Player’s Handbook is non-specificabout which types of armor include boots or gloves, but Arcane Armorspecifies that it covers your whole body (which includes hands, feat, andhead), and since armor is worth more than 1sp I’m inclined to believethat it counts.

  4. Armor Model: The subclass of yoursubclass, Armor Model allows you to choose between a front-line rank and astealthy, back-line blaster. You can reset this choice every time that youcomplete a rest, allowing you to change roles as easily as changing pants.
    • Guardian: The go-to option, theGuardian is simple and effective. Get into melee and hit stuff until itdies.
      • Thunder Gauntlets: Equivalentdamage to a longsword (1d8+int), and since it’s thunder damagealmost nothing will resist it. Each gauntlet counts as anindependent weapon, so you’re still free to hold a shield in onehand and punch stuff with the other.

        The secondary effect is a sort of taunt effect, but it onlyaffects attacks so enemies with special abilities like breathweapons and enemies who can cast spells may be able to get aroundit. Even so, it’s really good since many enemies rely entirely onattacks.

        Combining Thunder Gauntlets with Booming Blade looks like a greatcombination, but note that with the updated version of the spellpublished in Tasha’s Cauldron you need to use a weapon with a gpvalue of 1 sp or greater.

        It’s not clear yet if the Thunder Gauntlets qualify to use withBooming Blade and Green-Flame Blade, but Jeremery Crawford\ hasindicated thathe would allow Shadow Blade to work with Booming Blade, and Shadow Blade faces the same issue with an unspecified itemvalue. That’s not technically a rules answer, but it may be theclosest that we get.

      • Defensive Field: The temporary hitpoints are a good sized pool, and using this two to six times perday dramatically improves your ability to endure damage. While Iunderstand the temptation, it may be wise to take a little bit ofdamage before activating this so that you can make use of hit diceduring short rests and avoid burning out your Defensive Fieldcharges early in the day.
    • Infiltrator: The Infiltrator offersthe option to favor lighter armor, allowing the armorer to fighteffectively at range and potentially even be stealthy if you built yourartificer with 14 or more Dexterity.

      If you’re planning to wear medium armor, strongly consider wearing abreastplate instead of half plate. While half plate’s AC is 1 pointhigher, it imposes Disadvantage on Dexterity (Stealth) checks.Infiltrator armor will offset this, but giving up 1 point of AC toinstead have permanent Advantage on Dexterity (Stealth) checks is areally good trade. You can always make up for the lost AC with theEnhanced Defense infusion.

      • Lightning Launcher: The damage onthis is annoying and weird. Ligthning damage is a fine type, but thefact that you can add an extra d6 to the damage of one hit per turnis an annoyance to remember. Keep in mind that this is a weaponattack, so you do add your ability modifier (Intelligence in thiscase) to the damage, and 1d6+int will outdo your damage fromcantrips.
      • Powered Steps: 5 feet ofadditional speed isn’t huge, but it’s still nice.
      • Dampening Field: Generally you’llbe wearing Full Plate, which imposes Disadvantage on Stealth (asdoes all other heavy armor). This offsets that problem, allowing youto stumble around with your -1 Dexterity Modifier and only slightlyruin the party’s hopes of being sneaky. If you have 14 Dexterity,you can wear breastplate and be very capable at Stealth even if yourDexterity never improves from there.
  5. Extra Attack: The Armorer relies onattacks rather than cantrips as their primary offensive option, so this is asignificant increase in your damage output. Remember that if you’re relyingon Lightning Launcher you only add the extra d6 damage once per turn.
  6. Armor Modifications: Arcane Armor presentssome limitations on the magic items/infusions which you can wear (see ArcaneArmor, above), which means that you likely can’t wear items like WingedBoots. Armor Modifications neatly solves that issue and also gives you twoadditional Infused Item slots which you can only use on your armor so you nolonger need to feel selfish for buffing yourself instead of sharing yourInfusions with your party.
  7. Perfected Armor: An additional effect oneach armor model.
    • Guardian: Save yourself the trouble ofwalking, and pull your target to you instead. You’re not forced to pullthem the full 30 feet, but you get to attack them for free if you do.But maybe there’s some nasty AOE between you and them, or maybe there’sa conveniently-placed pit that you can drop them into. You can even usethis on your allies to pull them out of bad situations like grapples,and since it’s forced movement it doesn’t provoke opportunityattacks.
    • Infiltrator: The Advantage mechanicwould be enough to make this blue, butyou also get some extra damage if they’re hit. Keep in mind that you canalso benefit from this, so if you hit them with your first attack you’llget Advantage against them on your second. If you hit with your secondattack, expect an ally to capitalize on the Advantage before you getanother shot.

Artillerist (ERLW / TCoE)

The Artillerist is as cool as the description makes it sound. They’re good at blowing stuff up with magic. Cannons allow you to both attack enemies and defend your allies, and the Artillerist spell list adds a pile of fantastic new spells which play to the theme of the subclass.

Artillerist Artificer Handbook

  1. Tool Proficiency: Adventurers don’ttypically do a lot of wood carving, and there are few pieces of adventuringgear that you can make with wood carving tools, but notably you can craft arrows or crossbow bolts, 5 on a short rest and 20 on a long rest. One could even argue from those numbers carving up 1 or 5 javelins in the same time frames. You might not use them, but your party might benefit from the ability to manufacture ammunition.
  2. Artillerist Spells: The Artillerist’sspell list is primarily offensive with some area control effects thrown in.None of the spells are on the Artificer spell list, which is strangecompared to similar class features on other classes which typically saddleyou with at least a few situational spells that are already on your class’sspell list.
    1. 3rd Level: Shield is a great spell atany level, and since Tool’s Required adds a material component to all of yourspells, you can cast it with your hands full (provided that you’re holding orwearing an infused item or an appropriate tool). Thunderwave isn’t aton of damage, but it’s nice for pushing enemies away if you get stuckin melee.
    2. 5th Level: Two good offensive spells,but remember that the Artificer gets 2/3 spell progression so you’regetting Shatter at the same level that wizard get Fireball. ArcaneFirearm comes online at the same level and provides a damage boost, butit only applies to one damage roll, so AOE options like Shatter are moreefficient against multiple targets than options like Scorching Ray.
    3. 9th Level: Fireball is one of thebest AOE damage spells in the game, especially for its level, and addingArcane Firearm’s damage boost will close some of the gap between theArtificer and the Wizard. Wind Wall is fine, but it’s really situationalso you may go your entire career without casting it.
    4. 13th Level: Ice Storm isn’t a greatspell, but Wall of Fire is an excellent area control option.
    5. 17th Level: Cone of Cold’s AOE isgreat, but the damage isn’t significantly better than that of Fireball.Wall of Force is the real winner here. It’s a reliable, no-save way toshut off one or more enemies for the duration of the spell, and mostenemies are totally powerless to escape or counter it.
  3. Eldritch Cannon: The eldritch cannon isbasically a pet that can only perform one action. They’re severely limitedby their 15 ft. movement speed, so generally you’ll either create a Tinycannon and carry it around (or make someone else do it) or you’ll create anew Small cannon whenever you need a cannon that can occupy a space.Creating a cannon takes an Action, so consider your choices carefully; anAction early in combat (or ideally before combat starts) is very important.

    In addition to their active abilities, your cannon makes a decent tank.With an AC of 18 and a decent pool of hit points, they can take a lot ofdamage which would otherwise be dealt to your party members, and you canheal them between fights using a cantrip (though the 1-minute casting timefor Mending can add up quickly if you’re not careful).

    Small cannons are big enough to provide cover for small characters, andin tight quarters they might be able to completely prevent enemies fromreaching you by interposing themselves. However, be cautious aboutsacrificing your cannon: you can only have one, you only get to create onefor free each day, and it only lasts for an hour. After that it will costyou a spell slot, but a 1st-level spell slot is a negligible price to payfor how good the cannons can be.

    • Flamethrower: With 15 ft. speed anda 15 ft. AOE, it will be difficult to keep the flamethrower in rangeunless you’re in small areas like a cramped dungeon, but if you findyourself unexpectedly in an encounter with close-packed enemies, it’soften more efficient to create a flamethrow cannon than to cast BurningHands or something similar.
    • Force Ballista: Your go-to damageoption. It’s only slightly more interesting than a crossbow. The damageis decent and it uses your Intelligence for the attack, so if all youneed is to kill one creature at a time, this is a good choice. The pusheffect isn’t huge, but it’s enough to break grapples by forcing enemiesout of reach of your allies.
    • Protector: False Life is only a1st-level spell and provides largely the same benefit, but False Lifedoesn’t affect your whole party and you can’t spam it every round for anhour. Even if your cannon spends all of its time following your party’stank around to replenish their temporary hit points, the Protectorcannon can go a long way to stretch your party’s limited dailyresources. Between fights, activate the cannon repeatedly until you rollan 8 to ensure that you and your party members go into every fight withas many temporary hit points as possible.
  4. Arcane Firearm: This applies to all ofyour artificer spells. Consider this on Shatter or Fireball. The d8 isn’t as reliableas adding your intelligence bonus, but it’s 4.5 damage on average, so it’sroughly equivalent. Also note the wording of the ability. You don’t add 1d8 to the damage; you roll 1d8 and add the value on the die to the damage. Specifically this means it does not get multiplied by a critical hit.
  5. Explosive Cannon: A 50% damage increasefor the Flamethrower and the Force Ballista, but the Protector doesn’t getanything (not that the Protector needs anything; it’s still spectacular).You also get the ability to turn your cannon into a bomb, and the damagewill at least match a 1st-level spell, but I wouldn’t consider walking yourcannon into a group of enemies and detonating it to be a good go-to optionin most cases since your cannon continuing to act will be more impactfulthan the explosion.
  6. Fortified Position: Half cover means +2 ACfor your entire party, which is a significant boost. The second cannon meansthat you’ll spend less time stressing over which cannon to choose, and ifone of the offensive options is clearly the best option you could evenchoose to make two of them. However, you still only get one free cannon perday, so either carry around Tiny cannons or expect to spend some spellslots.

Battle Smith (ERLW / TCoE)

The Battlesmith allows the Artificer to focus on Intelligence and Constitution, allowing you to thrive in melee without worrying about Strength or Dexterity. The Steel Defender is a really simple pet, and the cost of it dying is low enough that you don’t need to feel bad about it, so you’re free to throw it in front of you and your allies whenever things get dangerous.

The hardest decision facing the Battlesmith is what to do with your hands. Most characters only have two hands, and if you plan to be in melee that’s often a problem. You could use a two-handed weapon, but a shield is an important option when you only have d8 hit dice. You could fight at range with a bow or crossbow, and that would work fine, but if you want to fight at range the Artillerist is typically a better fit. The Battlesmith is intended to wade into melee with a weapon in hand and clad in so many Infusions that you’re basically untouchable.

Remember that you can use any item bearing one of your infusions as a spellcasting focus, which means that you can use it to provide both Material and Somatic components for spells that require inexpensive material components, and thanks to the “Tools Required” part of the Artificer’s Spellcasting feature you don’t need a free hand to perform Somatic components so long as either your weapon or your shield are one of your Infused Items.

Battle Smith Artificer Handbook

  1. Tool Proficiency: Most interesting andexpensive non-magical adventuring gear is made of metal.
  2. Battle Smith Spells: Most of the spellsare from the Paladin spell list, which is exciting for a subclass built tobe a durable melee character similar to the Paladin. Many of the options areexcellent, and the smite spells from the Paladin’s spell list work on rangedweapons so you’re not locked into melee if that’s not where you want to be.
    1. 3rd Level: Spectacular defensivebuffs. Shield easily makes up the durability gap between the BattleSmith and the Armorer in heavy armor.
    2. 5th Level: Both options aresituational. Warding Bond is hard due to the Artificer’s d8 hit die.
    3. 9th Level: Both spells are fine, butnot especially good for a 3rd-level spell.
    4. 13th Level: More great defensivebuffs.
    5. 17th Level: Both options aresituational, but you don’t have another good way to deal withextraplanar creatures and your best group healing is Aura of Vitality,which can’t get a whole party back on their feat in one turn..
  3. Battle Ready: Finally a way to useIntelligence for your weapon attacks! You also get martial weapons, whichoffers a small improvement to your existing weapon options. Be sure to take14 Dexterity to max out medium armor, but otherwise go all-in onIntelligence.

    You have a variety of good options for how to jump into combat with aweapon. Grab a longsword (or an equivalent weapon) and a shield, andyou’re nearly as durable as a fighter (arguably more durable if you havethe right infusions), especially with your Steel Defender’s DeflectAttack. Deflect Attack may even be enough to justify using a two-handedmelee weapon so that you can focus on offense, but if you’re going to useBooming Blade or Green-Flame Blade, the bigger damage dice will be lessimpactful than the AC bonus from a shield.

    If you want to be extradefensive but still in melee, grab a whip and keep your Steel Defenderbetween you and your enemies. If that’s still not safe enough, grab aranged weapon and send your Steel Defender into melee on its own.

  4. Steel Defender: The Steel Defender isprimarily a Defender, rather than a Striker. It has a decent pile of hitpoints and what amounts to Fighting Style (Protection). It deals damageequivalent to a longsword and since it’s force damage almost nothing willresist it, but its primary function is to protect you while you do the realdamage. It has a poor AC at just 15, so expect to spend a lot of timerepairing it between fights. The Steel Defender’s Repair action allows it torepair itself, but at 3 uses per day you’ll get a lot more healing out ofMending.

    The Steel Defender notably doesn’t gain any ability to fly, which is aproblematic limitation once you reach high enough level that flyingenemies become common. You’ll need a way to either get enemies down intorange of your Steel Defender or you’ll need to find a way to make yourSteel Defender fly. Infusing a pair of Winged Boots is probably your bestoption.

  5. Extra Attack: Helpful since the BattleSmith typically relies on weapons for damage output, but without an on-hitdamage boost you’ll get considerably more damage output out of cantrips likeBooming Blade and Sword Burst, so Extra Attack may only be consistentlyuseful if you’re using a reach weapon or a ranged weapon. See my article onMelee Cantrips vs. Extra Attackfor a breakdown of the math comparing melee cantrip spells to normal martialattacks.
  6. Arcane Jolt: 2d6 damage/healing up to 5times per day isn’t much, but fortunately it doubles at 15th level, and thehealing is as useful as Healing Word, allowing you to heal dying allies andget them back into the fight. Personally I would reserve this exclusivelyfor healing and critical hits. The damage isn’t enough to make a big differencenormally unless you know that it’ll kill the target, but the damage is“extra damage” rather than a separate damage source, so it’s multiplied on acritical hit like Divine Smite or Hex.
  7. Improved Defender: 2d6 more damage/healingon Arcane Jolt makes it a little more impactful, but still not significant.The AC boost is significant, especially since your pet has been sitting at15 AC for 11 levels while attack bonuses gradually increase. The tiny bit ofdamage on Deflect Attack is nice, too. At this level 1d4+5 (I’m assumingthat you have 20 Intelligence by now) isn’t much at this level, but it’sstill a nice little buff to something which you were going to do anyway, andif you’re using it every round (which you really should) it will add upquickly.

3rd-Party Publishers

RPGBOT has covered some 3rd-party content from our favorite creators. This content is published under the Open Gaming License, under Creative Commons, or through DMsGuild, and is not considered official content. As such, it is not available in Adventurer’s League organized play, and your group may not allow it in your game. If your group wants to explore 3rd-party content, we hope that these articles will help you make them work for you.

  • Keith Baker’s Forge Adept Artificer Handbook
DnD 5e Artificer Subclass Breakdown – RPGBOT (2024)

References

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