The Artificer 5e (5th Edition) Guide to Crafting Magic


In Dungeons & Dragons 5th Edition (5e), the Artificer is a class that focuses on magical crafting, invention, and mastery of various tools. They are skilled craftsmen, engineers, and inventors who blend magic and technology to create unique magical items and contraptions.

Artificers have a unique feature called the “Infuse Item,” which allows them to infuse mundane objects with magical properties temporarily. They can also create temporary magical items called “Infusions” that provide various benefits to themselves and their allies. Additionally, Artificers are proficient in using a variety of tools and can even use them as weapons.

The class features of an Artificer include the ability to create magical items, proficiency with tools, the use of magical tinkering, and the capacity to create and control a mechanical companion known as an “Artificer’s Homunculus.” They also gain spellcasting abilities, focusing primarily on spells that enhance their abilities as inventors and craftsmen.

The Artificer 5e class has been a preferred concept considering after the 3rd version of dnd, where the Artificer initially looked like a class one-of-a-kind to the Eberron project setting. Since then, this has reappeared in the fourth version, and also was in high need when the 5th version was launched, yet didn’t see a final launch up until complete 5 years after the 5th version’s first release. The principle of a character who performs magic by binding it to things and also that crafted all sorts of technical or wonderful gadgets is an enjoyable novelty in a game where magic hardly ever takes those types.

The Artificer 5e is a class with a device for every task and an option for every problem. They excel as an Assistance character, however, they make good Protectors, Healers, and also Strikers, too. With the ideal infusions and spells, they can load virtually any kind of function in the celebration, making the Artificer’s convenience competitor that of the Poet.

Magitech Maestro: Exploring the Artificer Class in D&D 5e

artificer 5e class in dnd classes

Masters of opening magic in day-to-day things, artificers 5e are supreme innovators. They see magic as a complicated system waiting to be translated and also regulated. Artificer 5e uses tools to carry mysterious power, crafting temporary as well as long-term magical items.

artificer 5e class in dnd classes

To cast a spell, an artificer might make use of an alchemist’s products to produce a potent elixir, a calligrapher’s supplies to etch a sigil of power on an ally’s armor, or a tinker’s tools to craft a momentary beauty. The magic of artificers is connected to their tools and their abilities.

The ArtificerSpell Slots per Spell Level
LevelProficiency BonusFeaturesInfusions KnownInfused ItemsCantrips Known1st2nd3rd4th5th
1st2Magical Tinkering, Spellcasting--22----
2nd2Infuse Item4222----
3rd2Artificer Specialist, The Right Tool for the Job4223----
4th2Ability Score Improvement4223----
5th3Artificer Specialist feature42242---
6th3Tool Expertise63242---
7th3Flash of Genius63243---
8th3Ability Score Improvement63243---
9th4Artificer Specialist feature632432--
10th4Magic Item Adept843432--
11th4Spell-Storing Item843433--
12th4Ability Score Improvement843433--
14th5Magic Item Savant10544331-
15th5Artificer Specialist feature10544332-
16th5Ability Score Improvement10544332-
18th6Magic Item Master126443331
19th6Ability Score Improvement126443332
20th6Soul of Artifice126443332

Hit Points

  • Hit Dice: 1d8 per artificer level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st


  • 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

At the first level, you discover just how to invest a spark of magic in items that would certainly otherwise be ordinary. To utilize this capability, you need to have burglars’ devices, play tools, or various other craftsmen’s tools in hand. After that touch a Tiny nonmagical object as an action as well as offer it among the adhering to the wonderful properties of your option:

Whenever touched by a creature, the object emits a recorded message that can be heard approximately 10 feet away. You utter the message when you present this residential or commercial property on the object, and the recording can be no greater than 6 seconds long.

Artificer Specialist

• Alchemist
• Armorer (UA)
• Artillerist
• Battle Smith


The picked property lasts indefinitely. As an action, you can touch the object as well as end the residential or commercial property early.

• any two simple weapons
• a light crossbow and 20 bolts
• (a) studded leather armor or (b) scale mail
• thieves’ tools and a dungeoneer’s pack

At the third level, you learn exactly how to create a magical turret. With your smith’s tools in hand, you can take action to amazingly mobilize a Medium turret in a vacant room on a straight surface area within 5 feet of you.

check also: Ranger 5e

A turret is an enchanting object that inhabits its area which has crablike legs. It has an A/C of 18 and a number of hit points equal to 5 times your artificer degree. It is unsusceptible to poison damage, psychic damage, and all problems. If it is compelled to make an ability check or a saving toss, treat all its capacity scores like 10. If the Healing spell is cast on it, it gains back 2d6 hit factors. It goes away if it is lowered to 0 hit factors or after 10 mins. You can reject it early as an activity.

Master of Contraptions: Unleashing the Artificer's Ingenious Creations

Artificer class features

  1. Spellcasting: Artificers are spellcasters who use Intelligence as their spellcasting ability. They can prepare a number of spells from the Artificer spell list equal to their Intelligence modifier plus half their Artificer level (minimum of 1). Artificers have a unique spellcasting feature called Infusions, which allows them to cast certain spells as part of their Infusion abilities.
  2. Infuse Item: Starting at the 2nd level, Artificers gain the ability to infuse magical energy into non-magical items. This allows them to temporarily grant magical properties to items, such as enhancing weapons, creating protective items, or enabling useful tools. The number of infusions an Artificer can maintain at once increases as they level up.
  3. Artificer Specialist: At the 3rd level, Artificers choose a subclass, also known as an Artificer Specialist. The subclasses include the Alchemist, Artillerist, and Battle Smith, each providing unique features, spells, and abilities that specialize the Artificer in a specific aspect of their craft.
  4. Tools Proficiency: Artificers are proficient with various tools, reflecting their expertise in craftsmanship and invention. They gain proficiency with Thieves’ Tools and a choice of one type of artisan’s tools, such as Tinker’s Tools or Alchemist’s Supplies.
  5. Magical Tinkering: Starting at 1st level, Artificers gain the ability to use their tools to imbue objects with minor magical effects. These effects can include making an object emit light, producing a sound, or displaying a static visual effect.
  6. Ability Score Improvement: Artificers gain the Ability Score Improvement feature at the 4th level and again at the 8th, 12th, 16th, and 19th levels. This feature allows them to increase their ability scores or take a feat to further enhance their capabilities.
  7. Spell-Storing Item: At the 11th level, Artificers gain the ability to use their magical tinkering to store one of their spells into an object, allowing another creature to use the stored spell. This adds flexibility and utility to their spellcasting abilities.
  8. Mechanical Servant: At the 14th level, Artificers can construct a Mechanical Servant, a powerful construct that aids them in combat and other tasks. The specific features and abilities of the Mechanical Servant depend on the chosen subclass.
  9. Soul of Artifice: At the 20th level, Artificers become masters of their craft. They gain a +1 bonus to all saving throws for each magic item they are attuned to, and they can use their Infuse Item feature an unlimited number of times, allowing them to maintain any number of infusions at once.

These class features, along with subclass-specific features, grant Artificers a unique blend of spellcasting, invention, and versatility, making them adept craftsmen and valuable members of any adventuring party.

Spellcasting Ability

  • Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
  • Spell attack modifier = your proficiency bonus + your Intelligence modifier

Artificer Tools

In Dungeons & Dragons 5th Edition (5e), Artificers have proficiency with a specific set of tools, reflecting their expertise in craftsmanship and invention. The tools available to an Artificer are:

  1. Thieves’ Tools: Artificers are skilled at working with intricate mechanisms and locks, making Thieves’ Tools a valuable toolset for them. It allows them to pick locks, disable traps, and perform other tasks related to mechanical devices.
  2. Tinker’s Tools: Tinker’s Tools are the quintessential tools for Artificers. They enable the Artificer to repair and construct various mechanical devices, gadgets, and constructs. With these tools, an Artificer can assemble, modify, or dismantle intricate machinery.
  3. Alchemist’s Supplies: Alchemist’s Supplies are essential for Artificers who specialize in alchemical concoctions and potions. These tools enable an Artificer to create, mix, and experiment with various chemicals, poisons, and healing potions. They can also use these supplies to identify and analyze unknown substances.
  4. Smith’s Tools: Smith’s Tools are a versatile set of tools that include a hammer, anvil, tongs, and other equipment used in metalworking and blacksmithing. Artificers proficient in Smith’s Tools can repair armor and weapons, forge new items, and even imbue them with magical properties.
  5. Brewer’s Supplies: Brewer’s Supplies allow an Artificer to brew and create alcoholic beverages, such as potent potions or elixirs with unique effects. These supplies are useful for creating specialized potions or substances that can enhance the Artificer’s abilities or aid their allies.
  6. Calligrapher’s Supplies: Calligrapher’s Supplies enable an Artificer to create intricate runes, symbols, and sigils. These tools are useful for inscribing magical scrolls, crafting enchantments, or imbuing objects with magical writings or glyphs.
  7. Woodcarver’s Tools: Woodcarver’s Tools are useful for Artificers who work with wood and natural materials. These tools allow an Artificer to carve and shape wood, construct wooden mechanisms, or create wooden components for their inventions.

Artificers start with proficiency in one type of artisan tool of their choice. They can gain proficiency in additional tools through their subclass features or by selecting the “Tool Expertise” class feature at higher levels.

Artificer infusions

Artificer infusions are a unique feature of the class in Dungeons & Dragons 5th Edition (5e). Infusions allow Artificers to imbue mundane items with temporary magical properties, granting them various enhancements and abilities. Here are some examples of Artificer infusions:

  1. Enhanced Weapon: This infusion grants a weapon a +1 bonus to attack rolls and damage rolls.
  2. Replicate Magic Item: With this infusion, an Artificer can replicate the effects of a specific magic item they have studied, such as a Bag of Holding or a Cloak of Elvenkind.
  3. Enhanced Defense: This infusion enhances a suit of armor or a shield, providing a +1 bonus to AC (Armor Class) while wearing the armor or wielding the shield.
  4. Homunculus Servant: This infusion creates a mechanical companion called an Artificer’s Homunculus, which can assist the Artificer in various ways.
  5. Boots of the Winding Path: This infusion allows the wearer to teleport a short distance as a bonus action.
  6. Infiltrator’s Armor: This infusion grants the wearer advantage on Dexterity (Stealth) checks and provides resistance to poison damage.
  7. Mind Sharpener: This infusion enhances a creature’s mental abilities, granting an advantage on Intelligence ability checks and increasing its Intelligence score by 1.
  8. Radiant Weapon: This infusion imbues a weapon with radiant energy, allowing it to deal an additional 1d4 radiant damage on a successful hit.
  9. Repeating Shot: This infusion can be applied to a crossbow or firearm, making it automatically reload after each shot.
  10. Resistant Armor: This infusion grants resistance to a specific damage type, such as acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder while wearing the infused armor.

Artificers gain access to infusions at 2nd level, and as they level up, they can learn more infusions and infuse more items simultaneously. The number of infusions an Artificer can maintain at once increases as they progress in level.

Artificer subclasses

In Dungeons & Dragons 5th Edition (5e), Artificers have several subclasses, also known as specializations or archetypes, that allow them to further specialize their abilities and define their unique playstyle. The subclasses available for Artificers are:

  1. Alchemist: Alchemists focus on the mastery of potions, elixirs, and alchemical concoctions. They gain the ability to create potent healing potions, throw explosive bombs, and unleash powerful chemical attacks. Alchemists excel at support and healing, providing beneficial effects to themselves and their allies.
  2. Artillerist: Artillerists specialize in the creation and use of magical firearms, cannons, and explosive devices. They can summon an arcane turret to aid them in combat, infuse their spells with explosive power, and rain down destructive firepower on their foes. Artillerists are excellent ranged damage dealers and area-of-effect attackers.
  3. Battle Smith: Battle Smiths are skilled warriors who forge a bond with a magical construct known as a Steel Defender. They are proficient in melee combat and can use their magical crafting abilities to enhance their own weapons and armor. Battle Smiths excel at melee combat, pet management, and providing additional defensive and offensive capabilities to their allies.

These subclasses grant unique features, abilities, and spell options that complement the Artificer’s core abilities. Each subclass allows Artificers to specialize in a specific aspect of the class, enabling a diverse range of playstyles and strategies.

Artificer Stats

In Dungeons & Dragons 5th Edition (5e), the primary ability scores for an Artificer are Intelligence and Constitution. Here’s an overview of the relevant stats for an Artificer:

  1. Intelligence (INT): Intelligence is the most important ability score for an Artificer. It affects their spellcasting ability, the saving throw DC of their spells, and their ability to accurately use their magical abilities and inventions.
  2. Constitution (CON): Constitution is also vital for an Artificer. It contributes to their hit points (HP), which is crucial for their survivability in combat. A higher Constitution score allows an Artificer to endure more damage and stay in the fight longer.
  3. Dexterity (DEX): Dexterity is useful for an Artificer, especially if they rely on ranged attacks or want to enhance their ability to avoid incoming attacks. A higher Dexterity score improves their Armor Class (AC) when wearing light or medium armor.
  4. Wisdom (WIS): Wisdom is less essential for an Artificer, as it mainly affects perception and insight skills. However, having a decent Wisdom score can be beneficial for situational awareness and making insightful decisions.
  5. Strength (STR) and Charisma (CHA): These ability scores are generally less crucial for an Artificer unless they have specific role-playing or multiclassing considerations. Strength can be important for carrying capacity and Athletics checks, while Charisma is relevant for social interactions and spellcasting if multiclassing into certain classes.

It’s important to note that the specific distribution of ability scores can vary based on an individual’s play style and the chosen subclass of the Artificer. However, Intelligence and Constitution remain the most essential stats for most Artificers.

Relationship with Other Classes

Artificers have various relationships with other classes in Dungeons & Dragons 5th Edition. Here’s a brief overview of their relationships with Barbarians, Fighters, and Bards:

  1. Barbarian: Artificers and Barbarians typically have different focuses and playstyles. Barbarians excel in melee combat, relying on their rage and brute strength to deal damage and withstand attacks. Artificers, on the other hand, are versatile spellcasters and craftsmen who specialize in magical inventions and support. While they may not have direct synergies, a multiclass combination of Artificer and Barbarian could provide an interesting mix of technological know-how and primal fury.
  2. Fighter: Artificers and Fighters can complement each other quite well. Fighters are skilled warriors, specializing in various combat styles and martial abilities. Artificers can enhance a Fighter’s effectiveness by providing magical weapons, armor, and other supportive items. Additionally, an Artificer’s spells and infusions can further augment a Fighter’s capabilities, making them a formidable duo on the battlefield.
  3. Bard: Artificers and Bards can have interesting interactions and synergies. Bards are charismatic performers and versatile spellcasters, while Artificers focus more on invention, crafting, and magical technology. Bards have access to a wide range of spells and can benefit from the utility and support options provided by Artificers. Conversely, Artificers can benefit from Bardic Inspiration, gaining additional dice to add to ability checks, saving throws, and attack rolls. A combination of Artificer and Bard can provide a mix of support, utility, and spellcasting prowess.

It’s worth noting that the relationships between classes can vary greatly depending on the specific builds, playstyles, and party dynamics. The interactions between classes can create unique synergies and allow for creative combinations of abilities and strategies.

Frequently Asked Questions (FAQs)

Q: Can an Artificer use their Infuse Item feature to create multiple magical items at once?

A: No, the Artificer can only have a limited number of infused items at any given time. The number of infused items they can maintain simultaneously increases as they level up, as outlined in the class feature.

Q: Can Artificers create permanent magic items?

A: Yes, Artificers can create permanent magic items through their ability to replicate magic items. However, the process requires time, resources, and the appropriate tool proficiency, as specified by the class features and Dungeon Master’s discretion.

Q: Can an Artificer infuse their own equipment?

A: Yes, an Artificer can infuse their own equipment, allowing them to enhance their weapons, armor, or other items with temporary magical properties. The Artificer’s Infusions feature provides a list of available infusion options.

Q: Can Artificers attune to more than three magic items?

A: No, like other characters, Artificers have a maximum limit of three attuned magic items. However, certain magic items may have different attunement rules, as specified in their individual descriptions.

Q: Can Artificers use their tools as weapons?

A: Yes, Artificers are proficient with a variety of tools, and they can use them as improvised weapons if necessary. However, the damage dealt with improvised weapons is typically lower than that of actual weapons unless specified otherwise by the Dungeon Master.

Q: Can an Artificer multiclass with other classes?

A: Yes, Artificers can multiclass with other classes according to the multiclassing rules in the Player’s Handbook. However, it’s important to note that multiclassing can affect the progression and abilities of both the Artificer class and the chosen multiclass.

Q: Do Artificers have spellcasting abilities?

A: Yes, Artificers are spellcasters. They have access to a unique spellcasting system based on their Intelligence modifier, and they can prepare a certain number of spells from the Artificer spell list each day. Artificers also have the ability to cast spells using their Infusions feature.

Q: Can Artificers wear heavy armor?

A: Yes, Artificers are proficient with light and medium armor, shields, and simple weapons. However, their subclass choice and personal preferences may affect the type of armor they wear and the bonuses they gain from their subclass features.

Q: Does the Armorer Artificer’s Lightning Launcher make a sound when attacking?

A: When a creature cannot see you, you have the benefit of assault rolls toward it. If you are hidden–both unseen and unheard–when you make an attack, you provide away your area when the assault hits or misses.

Q: Would an Alchemist Artificer follow their Alchemist Savant characteristic as soon as or twice in a given scenario?

A:  Alchemical Savant applies as soon as per the eligible spell. Each time you solid a spell that satisfies the necessities of Alchemical Savant, you get to add the injury bonus.

Q: Does an Artillerist Artificer’s Eldritch Cannon reap a bonus to injury whilst below the impact of Enlarge/Reduce?

A: No, on the grounds that a Tiny Cannon is now not a weapon. For Small or Large Cannons, it is up to the DM.

Q: Is the Artificer pleasant to new players?

A: Not really. The Artificer is one of the most complicated instructions available. They have two elements in specific that have a quite massive listing of options.

Q: Is the Artificer Armorer’s Extra Attack function confined to the Arcane Armor’s easy weapons or any weapon the Armorer is trained in?

A: The mechanics of the characters are described inside the feature, you can assault the usage of something you like. You can assault twice, as an alternative than once, each time you take the Attack motion on your turn.

Q: Can an Armorer Artificer put on some other set of armor with their Arcane Armor?

A:  The intent is obvious: you can’t put on Arcane Armor and every other swimsuit of armor.

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