DnD 5e has plenty of classes, and the artificer is one of the most unorthodox for the fantasy tabletop RPG.
2024 will see a shift in the Dungeons and Dragons space with the release of the revised 2024 Player’s Handbook. Although still 5e at its core, there are multiple changes to the established DnD ruleset to make the 2024 edition unique. Even so, not every class has made the jump from 5e to 2024 DnD.
Artificer does not join the core classes for 2024 DnD, and many fans will feel disappointed. After all, artificers combine magic and technology into a caster class that’s tougher than the average wizard. In the meantime, it’s good to get familiar with the DnD 5e artificer and its core features.
Table of contents
Artificer 5e level progression
Artificers gain class features and infusions with each level, gaining more potency as they progress.
Level | Class Features | Infusions Known | Infused Items |
1 | Magical Tinkering, Spellcasting | 0 | 0 |
2 | Infuse Item | 2 | 2 |
3 | artificer Subclass, The Right Tool for the Job | 2 | 2 |
4 | Ability Score Improvement | 2 | 2 |
5 | Subclass Feature | 2 | 2 |
6 | Tool Expertise | 3 | 2 |
7 | Flash of Genius | 3 | 2 |
8 | Ability Score Improvement | 3 | 2 |
9 | Subclass Feature | 3 | 2 |
10 | Magic Item Adept | 4 | 3 |
11 | Spell-Storing Item | 4 | 3 |
12 | Ability Score Improvement | 4 | 3 |
13 | – | 4 | 3 |
14 | Magic Item Savant | 5 | 4 |
15 | Subclass Feature | 5 | 4 |
16 | Ability Score Improvement | 5 | 4 |
17 | – | 5 | 4 |
18 | Magic Item Master | 6 | 4 |
19 | Ability Score Improvement | 6 | 4 |
20 | Soul of Artifice | 6 | 4 |
Artificer starting stats in DnD 5e
Artificers have moderate health, granting them more toughness than the average caster. They also have prowess over simple weapons and shields, making them tougher in close combat.
Class Features | Description |
Hit Points | 1d8 plus Constitution modifier per artificer level |
Armor | Light, Medium, Shields |
Weapons | Simple weapons |
Tools | Thieves’ Tools, Tinker’s Tools, one Artisan’s Tools of your choice |
Saving Throws | Constitution, Intelligence |
Skills | Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand |
Artificer 5e class features
This section discusses the class features that aren’t infusions or come from subclasses.
At 1st level, artificers can infuse simple magic into mundane objects with thieves or artisan’s tools, such as sensory feelings, short messages, or static images. Upon 3rd level, artificers can create a nonmagical artisan tool of their choice after one hour of uninterrupted work. When they reach 6th level, artificers have double the proficiency bonus for any tool proficiency skill check.
On 7th level, artificers get Flash of Genius, which adds their Intelligence modifier to the ability check or saving throw of a creature within 30 feet, including themselves. They can use the feature a number of times equal to their Intelligence modifier and can restore all uses after a Long Rest. Artificers can attune to more magical items than other classes starting at the 10th level, alongside extra benefits.
Level, class feature | Description |
Level 10- Magic Item Adept | Attune up to four magic items and craft uncommon magic items and below at a quarter of the time and half the gold cost. |
Level 14- Magic Item Savant | Attune up to five magic items at once, and ignore all class, race, spell, and level requirements for using magical items |
Level 18- Magic Item Master | Attune up to six magic items |
At the 11th level, artificers can store a single spell within a weapon or spellcasting focus. The spells must be 1st or 2nd level and require a single Action to cast. The player can cast the spell a number of times equal to twice their Intelligence modifier. Use this feature generously, as artificers are half-casters with limited spell-slots.
At the 20th level, artificers gain a plus one bonus to all their saving throws equal to the number of magical items they are attuned to. In addition, if they reach zero hit points but don’t die, they can end one infusion to be reduced to one hit point instead.
The best artificer infusions in DnD 5e
At 2nd level, artificers can infuse magical effects into mundane items. There are far too many Infusions to list, so here’s some of the best:
Replicate Magic Item
This infusion lets artificers pick from a list of magic item effects to replicate at 2nd level. The list of magic items expands at the 6th, 10th, and 14th levels. Taking this infusion essentially gives you access to even more magical effects, giving you a ton of versatility.
Enhanced Arcane Focus/Defense/Weapon
All these infusions grant +1 bonuses to their respective spheres, increasing to +2 at the 10th level. Enhanced Arcane Focus grants artificers a bonus to spell attack rolls and the ability to ignore half-cover with spell attacks. Enhanced Defense grants a bonus to Armor Class while wearing the infused item. Lastly, Enhanced Weapon grants a bonus to attack and damage rolls.
Homunculus Servant
This infusion allows you to create a homunculus using a gem or crystal worth at least 100 gold. The homunculus is a tiny, flying construct with a plethora of uses. The most interesting feature is its Channel Magic reaction, which technically extends Touch-range spells up to 120 feet since the Homunculus counts as “touching” the target.
Mind Sharpener
This simple yet potent infusion allows players to ignore a failed Constitution saving throw and turn it into a success. Very handy for keeping Concentration spells up in the heat of battle, and you’d rather not waste a spell slot for Shield.
What is the best artificer 5e subclass?
Battle Smith is generally considered the “best” all-around subclass for artificers in DnD 5e, but each has its specialties.
Battle Smith often ranks the highest among artificer subclasses for its versatility, reliability, and flavor. With their Steel Defenders and Extra Attacks, Battle Smith can be a powerful support frontline in Dungeons and Dragons combat.
For those who want to deal as much damage as possible, Artillerists and their Eldritch Cannons are the way to go. Armorers, depending on their specializations, can become hefty tanks or stealthy shocktroopers. Lastly, Alchemists are generally considered the “weakest” artificers, but they still have surprisingly effective situational uses.