This might seem like a clunky drawback at first but actually allows you greater freedom for casting whilst wearing a shield, as you can use the hand holding the focus to perform the somatic component. items. 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. We have also added in the missing Arcane Propulsion Armor . Dual Wielder 1 This isnt a good option for any Artificer. Artificer Infusions:This ability will allow you to create magical items . Until next time, may your gears be well-oiled and your overalls flame-retardant. Use that to craft more magic items for everyone. skillset. At this level your options are really limited. Whilst this doesnt apply to all Artificers, its worth thinking about any bonus actions your multiclass may give you and how often you can, or would want, to use them. The Right Tool for the Job: You technically Part of the rating is due to giving you access to a spell level you wouldnt normally gain through your Spellcasting feature. Martial Adept 2 Armorers and Battle Smiths can make use of this feat for a small amount of burst damage. With the exception of some Fighting Styles and abilities, like Second Wind and Action Surge, dipping into martial classes is primarily only advised for Battle Smiths and Armorers as there is much less value for Artificers more dependent on spellcasting. This is only a 4 as the damage reduction formula is relatively minor, Dextrous Feet is an odd ribbon, and theres nothing else compelling here. Goblin 3 No Int bonus but useful stats nonetheless, Nimble Escape will often clash with your available bonus actions but is a nice option to have. Tabaxi 2 A niche option that provides superb mobility through Feline Agility and a climb speed, whilst this doesnt scream Artificer there is plenty of good here if you want to play a more Rogue-like version of the class or a skirmisher. extra set of artisans tools. Role in the Party. Medium Armor Master 2 If youre looking to optimize your AC then this feat can be good for you if youve already got a 16 Dex. The answer to your Iron Man fantasies, this Artificer focuses on enhancing heavy armor to allow the Artificer to take on a more tank-like or skirmishing role. it to 2nd level. If you do take this feat, then Nuitari offers the more interesting selection of spells, specifically Hex and Dissonant Whispers. For more advice on Shadow Touched, see my Neither of these options requires your Charisma modifier and Restore Balance will gain more uses with your proficiency bonus. You want to play an Artificer, so grab your goggles, and lets start the experiment. This is also a good place to pick up Mending to heal your constructs and Guidance, as neither requires your Wisdom modifier. Revenant Blade [Elf] 1 If youre already using a double-bladed scimitar then youre a Battle Smith and you dont need this feat. Githzerai 5 Shield is arguably one of the best spells in the game and Detect Thoughts that doesnt require components, but now uses your Int modifier makes it far more useful than the original. Magic Item Savant 4 This is much the same as Magic Item Adept, if your party happened to have found a really nice, but class-restricted, item that is now available to you. Improvise. Flames of Phlegethos [Tiefling] 3 This spell is only really useful for Artillerists, but is tempting if you have an odd Int to round out. Squire of Solamnia [Fighter or Paladin levels or the Knight of Solamnia background] 2 A very niche feat that you will likely take through the background, this is only really suitable for Battle Smiths and Armorers, but will be best suited to small Battle Smiths aiming to ride their Steel Defender. In comparison with other spellcasting feats, this is pretty low value and forces you to take a specific background to qualify unless you multiclass. additional set of tools relevant to the subclass at 3rd level. Healing Word becomes an effective spell for more than just picking up a downed party member in your hands. Skills 3 Middle of the road with only two choices, but the stand-out options of Perception and Arcana. The Guardians ability to pull creatures closer to them is excellent for control with the potential for an additional attack, being able to affect creatures up to and including Huge gives excellent coverage here. Swiftstride Shifter 2 Much the same as the others, the stats arent great and theres some appeal from shifting but nothing great or specifically good for an Artificer. The artificer guide 5e hit points reach up till d8 and have medium armour. STR: Artificers arent brawlers, they dont need STR. The Artificer has an interesting note in its Multiclassing rules: when you When considering playing one. Artificer 5e Guide for Dungeons and Dragons! With six years of experience playing and mastering the 5th edition of the game, Paul is a seasoned veteran who has run multiple long-term campaigns each week. problem, these firearms will deal more damage than bows or crossbows. The rating scheme is: 1 Usually a bad choice, to be avoided2 Below average, this can apply to powerful but very niche abilities3 Average to Good, you wont go wrong with it4 Very good5 Amazing, a must-have if there is such a thing. However, there is already a heavy crossover between your spell list and what is available through the feat, and the ability to use your infusions as a focus largely negates the focus benefit of this feat. This is best used to take something from the Warlock list, such as Hex or Armor of Agathys. How good at social skills do you want to be? The Artificer is therefore limited in its choices because there is only one other INT caster in the Wizard. technological or magical gadgets is a fun novelty in a game where magic rarely Being small makes this appealing for Battle Smiths looking to ride their Steel Defenders, however, Taunt requiring a bonus action clashes with most subclasses, holding this back from a 5 and making it best for Alchemist and Armorer (Infiltrator) builds. Magic item Adept: Attuning one additional attuned 6 items, giving you a +6 bonus to all of your saves. The Right Tool for the Job 5 A ribbon feature that comes alongside your subclass, this helps ensure that youll have the tools that you need without having to pay for them or lug around a giant toolbox. knowledge skills, but Sleight of Hand is an option. Halfling 4 Dex is useful for you, with the Luck and Brave features being strong enough to overcome the slower movement speed and downsides of being small. 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). However, the stats arent great and theres little here in general for an Artificer. Warlock 3 Similar to Sorcerer above, the gaining of your Otherworldly Patron at 1st level is a significant benefit, with the great utility of Eldritch Invocations and the Pact Magic spell lots that recharge on a short rest. Being able to craft items and have a wide variety of utility spells allows Artificers to have a way to gain a leg up in combat and adventuring situations. A second level will get you Cunning Action which is extremely useful for any build, but especially so for melee builds that will be navigating the battlefield. 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. It is extremely important for pretty much all of their class features. The Alchemist gains proficiency with Alchemists Supplies, but we Jump is also there, so, theres that. Squat Nimbleness [Dwarf] 2 Not entirely bad, just a collection of things that you could increase more meaningfully if you wanted to. Strixhaven initiate 5 Two cantrips and a 1st level spell are a great addition to your casting arsenal, but what makes this feat a 5 is being able to choose Intelligence for your spells and being able to cast the leveled spell with your own spell slots. Artificer Infusions: Only one infusion is opened up at 14th level, and its quite a good one. For a class that has INT as its primary stat, they dont get a whole lot of use out of it until 7th level when they get Flash of Genius. Crossbow Expert 2 This is only really good for a Battle Smith, and to get the most out of it they would have to not attack with their Steel Defender. proficiencies rarely matter beyond the flavor of your character. Fey Touched 5 Increase your Int, whilst grabbing Misty Step and a 1st level spell? Also I dont think a Battle Smith is the worst choice to pick. 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. proficiencies, which gives you room to tailor your character to the theme Artificers are complicated, versatile, and walk the line between underpowered and downright broken. Weapons 3 Simple weapons are enough for most Artificers, with each subclass being incentivized to damage enemies in their own ways. This rating system exists to best help you understand the effectiveness of all the options available to the class for you to build and enjoy your character. Also look for options which complement the Artificers limited spellcasting and for additional tool proficiencies. That said Con is important for all characters and multiple Artificer options are incentivized to be in melee, so its recommended to have this stat as high as you can afford to. a crossbow still made sense, so you can include these weapons without +1 to AC will bring If youre interested in this feat it is best taken on an Artillerist to make the most of Life Channel and Tashas Mind Whips is recommended as the 2nd level spell. The gem here that takes this to a 4 is Hidden Step, which can be used defensively to get away/impose disadvantage or offensively to gain advantage on a single attack. Good options are College of Lore for the additional proficiencies and the College of Swords which will give you a choice of two Fighting Styles and a 10ft movement boost when you take the Attack action. Otherwise, this is a great choice, with Built for Success stacking with Flash of genius to ensure you never fail a saving throw again. class explain that this adds a Material component to all of the Artificers Rock Gnome. long periods of time, the intent of the class is that you will tailor your Skulker 1 A very niche feat that would only be suitable for Infiltrators and ranged Battle Smiths, that could be taking more impactful feats than this. You get to The first level provides very, very little for you meaning that at least two levels are necessary for any meaningful benefit. This easily carries the race to a 5, even with the bonus damage being reduced to only your proficiency bonus instead of your level, however, each transformation will be reviewed below as if it was a subrace: Bugbear 4 Advantage against the charmed condition might come in handy, Stealth is excellent, and Battle Smiths and Guardians will appreciate the extra melee range. armor, the artificer is not a tank by any means. Even if youre a dwarf. Alchemist Spells 4 The offensive spells on offer here arent great, but all will work with your 5th level feature for additional damage. crossbow and the musket to the light crossbow. The Artificers live and die by their Intelligence score, but Dexterity and Shutting down your own benefits from the Lucky feature, whilst competing for your hotly contested bonus action makes this a no-go. 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