The Artificer 5e has been a well-liked concept since at least 3rd edition, where the Artificer first appeared as a category unique to the Eberron campaign setting. Since then, the category has reappeared in 4th edition and was in high demand when the 5th edition was released but didn’t see a final release until full 5 years after the 5th edition’s initial release. The concept of a personality who performs magic by binding it to items and who crafted all kinds of technological or magical gadgets may be a fun novelty during a game where magic rarely takes those forms.
The Artificer may be a class with a tool for each job and a solution to each problem. They excel as a Support character, Healers, but make decent Defenders, and Strikers, too. With the proper infusions and spells, they will fill nearly any role within the party, making the Artificer’s versatility rival that of the bard.
Several of the Alchemist’s features are associated with crafting and to magic items. If your game doesn’t allow item crafting or doesn’t use magic items, you are going to miss out on those features. Of course, you’ll even be the sole source of magic items, which can be worthwhile.
How to Use Artificer Class Features
- Spellcasting – Artificers are a ⅔ spellcaster, which implies you’re getting fewer spells than full casters like wizards and sorcerers, but quite off-casters like paladins and rangers.
- Magical Tinkering – You get to compose little magical doodads that kind of act sort of better prestidigitation. You’ll make a magic light stick, a mini message recorder, a noisemaker, or the equivalent of a mage mark. A bit like prestidigitation, this ability is simply limited by your imagination, and you’ll think of genius ways to use it to your advantage. Drop light sticks down shafts to ascertain their depth or use noisemakers to distract enemies.
- Infuse Item – This ability is that the heart and soul of the artificer allowing you get to form magic items. You get a bunch of various choices, but most of them boil right down to creating specific magic items from an inventory (with plenty of excellent options I’d add) or making +1 versions of things.
- Flash of Genius – At level 7, you’ll use your reaction to feature your Intelligence bonus to a check or saving throw that you simply or one among your friends fail. this will make an enormous difference. Your Intelligence should hopefully be a +4 by level 7, and +4 can easily save yourself or an ally from something deadly. You get to use it a variety of times per long rest capable your Intelligence mod (again, should be 4) and that’s plenty of fantastic dice manipulation.
The Artificer has more decision points than any class so far, including the Wizard. Whenever you finish an extended rest you’ll reset your prepared spells, shuffle where you apply all of your infusions, and pick magic items from a listing of some 40+ options. While a number of these decisions may remain static for long periods of your time, the intent of the category is that you simply will tailor your abilities day-to-day to suit the challenges you expect to face. While that versatility and flexibility is extremely powerful, it also requires an excellent deal of micromanagement of your character.