Magic is a mysterious force that suffuses the world. It is exhibited in many forms, including spells and magic items, and is applied in many ways, some of them being grounded in the governing laws of the world: Science.
Living on the edge of magic and science, you spent countless hours within the workshop perfecting your formulas, greasing your wands, and making sure that your newest homunculi won’t blow up this time: Being an Artificer is an arduous task.
Pick up your tools, wrap up your plans and bring a dragon’s worth of duct tape, for tonight we unravel the inner workings of the world with the Artificer!
The Craftsman’s Overalls
Driven by an unyielding thirst for knowledge, Artificers are one of 5th edition Dungeons & Dragons' newest classes and easily become a fan favorite thanks to their unique flavor and playstyle.
Whether you received formal training and education through years of hard study or were blessed by a flash of insight that made you discover the more fun applications of gun powder, it can be a daunting task to set out and slay a dragon with your wrench but worry not my friend, we got you covered.
Prepare to relish intellectual debate amongst your fellows and build death rays to vaporize your foes with these 5 builds for 5th edition DND to let you channel your mad scientist vibes into one powerful adventurer ready to revolutionize their world.
Feel free to tweak these builds to suit your adventuring needs more closely. We’ll be using options from Tasha's Cauldron of Everything (TCoE), the Player’s Handbook (PHB), Strixhaven: A Curriculum of Chaos (S:ACoC), Eberron - Rising from the Last War (E:RfLW), and Volo's Guide to Monsters (VGM).
5. The Wombo-Combo
Once a humble blacksmith, our artificer made a breakthrough in the archano-mechanical world. They now dodge those who wish to steal their research, always together with their newest creation, a faithful hound with a heart of steel.
The “Wombo-Combo” is a fun name for a build that makes the most out of the Battle Smith from Tasha's Cauldron of Everything. We’re going to play around with our Steel Defender to become an unbeatable duo!
A master of technology and teamwork, the Wombo-Combo brings a lot of utility to the table with the beautiful partnership of man and machine.
What the Wombo-Combo Excels in
- Single Stat Dependency. By infusing our weapons, the Wombo-Combo can rely solely on their Intelligence for attack and damage rolls!
- Multitasking. Our Steel Defender acts as an extension of ourselves, thus we can essentially have two characters at the same time that take teamwork to a whole different level.
- Locking down foes. By focusing on a single foe at a time, the Wombo-Combo can easily take down foes with deadly efficiency.
Build Details
- Ability Scores: Using the standard array, we’ll get the following: 15 Intelligence, 14 Dexterity, 13 Constitution, 12 Wisdom, 10 Charisma, 8 Strength. Be mindful of your racial ability bonuses when assigning your scores.
- Race: The High Elf race bumps our Intelligence and Dexterity scores to 16! As if it weren’t enough, we also get an extra cantrip which scales off of Intelligence. If your DM allows variant human, use that option instead.
- Use the variant human racial ability score bumps to increase Intelligence to 16 and Constitution to 14; take Sharpshooter for the free feat.
- Background: For backgrounds, anything that fits your character concept will do. Guild Artisan is a safe choice.
- Equipment: Any simple weapon will do. We recommend picking up the light crossbow and your choice between light or medium armor.
- Class: You’ll only be taking levels in the artificer class.
- At level 2, your infusions take your capacities to a whole different level. Grab: Enhanced Defense, Repeating Shot, Replicate Magic Item (Bag of Holding), and whatever suits your fancy.
- At level 3 is where the real fun begins. Pick the Battle Smith subclass. Now you can use your Intelligence when using your enchanted weapons and have a faithful servant to boost your prowess!
- As a bonus action, you can command your Steel Defender to take any action besides dodge. The Help action is one of those. Now we can have our pet grant us advantage in our attacks!
- Since the Steel Defender has its turn immediately after ours, we can always hold our action to fire our crossbow after it takes its turn.
- Every time you gain an Ability Score Increase, make sure to increase your Intelligence by 2 until you reach a score of 20. Afterward, consider increasing your Dexterity score. If your game uses feats, take Sharpshooter and War Caster if you had not already acquired one or the other.
Spell Selection.
Spellcasting is the main feature of all spellcasting classes. Artificers are no exception, getting to choose from many fun alternatives when filling their toolbox of spells.
Here are our recommended picks to make the most out of the Wombo-Combo:
- Artificer Cantrips: Mending.
- Artificer 1st-level spells: Faerie Fire.
- Artificer 2nd-level spells: Blur.
- Artificer 3rd-level spells: Haste.
- Artificer 4th-level spells: Fabricate.
- Artificer 5th-level spells: Animate Objects.
Build Overview
Ability Scores Priority: Intelligence > Dexterity > Constitution > Everything else is interchangeable.
Class: Artificer (Battle Smith).
Race: Elf (High).
4. The Cannoneer
An adept at hurling energy, projectile, and explosions on the battlefield, our artificer feels right at home in the middle of a warzone.
The “Cannoneer” is a classic blaster build that takes advantage of 5th edition’s action economy to dish out as much damage as it can.
We’ll be using the Artillerist from Tasha's Cauldron of Everything to get ourselves a powerful turret that complements our battle style.
What the Cannoneer Excels in
- Action Economy. The Eldritch Cannon feature requires a bonus action to activate, meaning that we’ll always have something to do to maximize our turns.
- Elemental Damage. Cantrips are a Cannoneer’s best friend, letting us hurl which damage our foes hate the most.
- The right tool for the job. While powerful at range, the Cannoneer loses none of the artificer’s main draw, their ability to adapt to many situations.
Build Details
- Ability Scores: With the standard array we’ll get: 15 Intelligence, 14 Dexterity, 13 Constitution, 12 Wisdom, 10 Charisma, 8 Strength.
- Race: The Owlin race lets us bump our Intelligence and Dexterity to 16 each while also granting us the boon of a fly speed!
- Background: As long as it satisfies your roleplaying needs, any background will work. Guild Artisan is a safe bet.
- Equipment: Since medium armor hampers our flying, we will wear nice, comfortable light armor.
- Class: You’ll only need to level up as an artificer for this build.
- At level 2, infusions provide a nice way of increasing your range of abilities. Grab Enhanced Arcane Focus, Enhanced Defenses, and 2 more of your choosing.
- At level 3, Artillerist is the way to go. Their expanded spell list is amazing, and the ability to summon a mounted turret that can deal area damage and shield us is fantastic!
- Every time you gain an Ability Score Increase, make sure to increase your Intelligence by 2 until you reach a score of 20. Afterward, consider increasing your Dexterity score. If your game uses feats, take Elemental Adept (for your favorite element) or Spell Sniper if you had not already acquired one or the other.
- As you grow in power, so does your ability to contribute in battle:
- Cock your wand cowboy! Now spells cast through your spellcasting focus deal an extra d8 damage. Get those cantrips pumping.
- Revel in your crafting prowess. At 9th level, your eldritch cannon becomes more powerful.
- The battlefield is yours. By 15th level, you can command not one, but two eldritch cannons which have integrated barriers!
Spell Selection
The “Cannoneer” makes the most out of the cantrips they have. While the artificer has several tools at its disposal, the Cannoneer relies heavily on a damaging cantrip.
We recommend taking the Meding and Firebolt cantrips to capture the feeling of an assault plane.
Build Overview
Ability Scores Priority: Intelligence > Dexterity > Constitution > Everything else is interchangeable.
Class: Artificer (Artillerist)
Race: Owlin.
3. The Witch
More interested in their work than in its moral implications, our Witch lives a life of seclusion, where they brew wondrous concoctions drawn from magic and technology.
The “Witch” focuses on supporting their allies with mystical elixirs which bolster their faculties and also afflict their foes with debilitating conditions.
What the Witch Excels in
- Extra healing. The Alchemist's expanded spell list grants our Witch the ability to heal as a bonus action as well as the possibility to brew elixirs akin to healing potions.
- Chaotic utility. With the Experimental Elixir feature, we can imbue a flask with a random liquid that grants amazing effects!
- Force multiplier. Utilitarian? Yes, however, as they grow in power, the Witch can use the spells at their disposal to severely affect the battlefield.
Build Details
- Ability Scores: With the standard array, we’ll get the following: 15 Intelligence, 14 Dexterity, 13 Constitution, 12 Wisdom, 10 Charisma, 8 Strength.
- Race: Starting as Elf and picking the High Elf variant raises our Intelligence and Dexterity to 16 as well as giving us an extra cantrip which scales off of Intelligence.
- Background: Whatever fits your character concept will work, however, hermit fits the Witch nicely.
- Equipment: We recommend that you wear the best armor you can find and keep your shield raised high. A good AC is always welcome.
- Class: You need only level up as Artificer for this build.
- At level 2, your infusions will be geared towards blessing your party with plenty of useful magical items as well as increasing your Armor Class with Enhanced Defense.
- At level 3, pick the alchemist subclass. Now you the Healing Word and Ray of sickness spells are always prepared!
- Also at level 3, you gain the ability to create magical elixirs with beneficial effects, and if you want more, you just need to spend a spell slot to get it.
- As you perfect your techniques, you’ll gain the following:
- When using your Alchemist’s Supplies as a spellcasting focus, spells you cast get a bonus for their damage or healing equal to your Intelligence modifier!
- Your elixirs incorporate advanced reagents which greatly boost their restorative properties.
- After mastering the secrets of alchemy, you’ll eventually develop resistance to acid damage and the ability to replicate two powerful healing spells normally beyond your grasp!
- Every time you gain an Ability Score Increase, make sure to increase your Intelligence by 2 until you reach a score of 20. Afterward, consider increasing your Constitution score. If your game uses feats, take War Caster or Resilient (Constitution) if you had not already acquired one or the other.
Spell Selection
The Witch focuses on supporting their allies rather than in direct combat. Here are our recommended spells to keep your party up and running!
- Artificer Cantrips: Guidance, Spare the Dying.
- Artificer 1st-level spells: Faerie Fire.
- Artificer 2nd-level spells: Heat Metal.
- Artificer 3rd-level spells: Haste.
- Artificer 4th-level spells: Resilient Sphere.
- Artificer 5th-level spells: Creation.
Build Overview
Ability Scores Priority: Intelligence > Dexterity > Constitution > Everything else is interchangeable.
Class: Artificer (Alchemist).
Race: Elf (High).
2. The Juggernaut
As a prodigious inventor, our artificer wanted nothing more than to build wonders to protect those they love…and they did. Now, protected by a revolutionary armor of their design, they’ll keep the party safe.
If you’ve ever been a fan of ironman and wanted to bring that flavor into your fantasy world, the “Juggernaut” is right up your alley.
With the Armorer subclass from Tasha's Cauldron of Everything, we can become a powerful tank that shrugs off blows and gives as much as it takes…and then some!
What the Juggernaut Excels in
- Being Durable. Being an armorer lets us ignore the Strength requirement of the best armors we can find as long as our Intelligence is high enough.
- A good Vanguard. With the right infusions, we can get our Armor Class to skyrocket.
- Versatile. Thanks to our spell selection, the Juggernaut has no issue ducking it out in melee or taking a step back to rain fire upon their foes.
Build Details
- Ability Scores: With the standard array, we’ll get the following: 15 Intelligence, 14 Constitution, 13 Wisdom, 12 Dexterity, 10 Charisma, 8 Strength.
- Race: The Warforged race boosts our Intelligence and Constitution to 16 each and the Integrated Protection trait raises our AC even higher!
- Background: Great inventors come from many backgrounds, so anyone who fits nicely into your story will do. Guild Artisan is a safe choice.
- Equipment: High Armor Class is this build’s second name, so hold your shield up. As soon as you reach third level, we recommend getting the best heavy armor you can get your hands on
- Class: You’ll level up solely as an artificer with this build.
- At level 2, make sure to grab the Enhanced Defense infusion.
- At level 3, pick the Armorer subclass. Now you always have the Magic Missile and Thunderwave spells prepared.
- Additionally, your scientific pursuits have led to you making armor a conduit for your magic. You gain proficiency with heavy armor and can ignore its strength requirements!
- For the juggernaut, grab the Guardian model. This gains you an Intelligence-based simple weapon that you can use to impose disadvantage on attack rolls against targets other than you.
- Every time you gain an Ability Score Increase, make sure to increase your Intelligence by 2 until you reach a score of 20. Afterward, consider increasing your Constitution score. If your game uses feats, take War Caster or Tough if you had not already acquired one or the other.
- As you perfect your armor and develop new technologies, you gain the following:
- At 5th level, you can attack twice instead of once with the attack action thanks to the combat experience you’ve accumulated.
- Another technological breakthrough! At level 9 you can individually infuse every part of your armor to become unbeatable.
- As a reaction, you can pull Huge or smaller creatures that end their turn within 30 feet of you and punish them for their insolence!
Spell Selection
Spells are an important part of any spellcasting build. While more combat-oriented than others, the Juggernaut uses its spells to complement their battle frenzy.
Here are our spell recommendations that fit the Juggernaut nicely:
- Artificer Cantrips: Thorn Whip.
- Artificer 1st-level spells: Absorb Elements.
- Artificer 2nd-level spells: Blur.
- Artificer 3rd-level spells: Haste.
- Artificer 4th-level spells: Stoneskin.
- Artificer 5th-level spells: Animate Objects.
Build Overview
Ability Scores Priority: Intelligence > Constitution > Everything else is interchangeable.
Class: Artificer (Armorer)
Race: Warforged.
1. The Mechano-lancer
For a slightly wackier and peculiar playstyle, the “Mechano-lancer” rides into battle like a train. Rather than specializing in one role, this build focuses on riding your creations into battle.
A fun spin of the Battle Smith, this time we’re building a symbiotic mounted combatant who focuses on striking their foes with a magically empowered ride!
Keep in mind that this build relies on two particular feats to work. Since feats are an optional rule in 5th edition, ask your DM if they’ll allow them before building your lancer.
What the Mechano-Lancer Excels in
- Covering large distances. Since we’re focusing on mounted combat, we can have our Steel Defender take us everywhere as its turn.
- Peculiar playstyle. Since the Steel Defender is a medium construct, we’re going in with the flavor of a small gnome at the back of its motorbike- I mean, mechanical ride.
- Full frontal assault. Thanks to the Piercer feat and the combat abilities of the battle smith, we’re going to impale our foes with a whole world of hurt.
Build Details
- Ability Scores: With the standard array we’ll get: 15 Constitution, 14 Intelligence, 13 Dexterity, 12 Wisdom, 10 Charisma, 8 Strength.
- Race: Star as Gnome and pick the Rock Gnome sub-race to bump your Constitution and Intelligence scores to 16 each!
- Background: Anything which satisfies your character concept will work. Guild artisan is a good choice.
- Equipment: For this particular build we recommend wearing a trusty set of medium armor and a shield, picking up a lance as soon as you reach third level.
- Class: You’ll level up solely as an artificer.
- At level 2, use your infusions to bolster your abilities. Make sure to grab Enhanced Defense and Enhanced Weapon.
- At level 3, pick Battle Smith. Now we always have the Heroism and Shield spells prepared. Not only that, we can use Intelligence for our Enhanced Weapon’s attack and damage rolls!
- Also at level 3, we get the service of a Steel Defender. Most of the time we’re going to use it as a mount, making great use of its Deflect Attack reaction.
- The Steel Defender takes its turn immediately after yours. It can move and use its reaction on its own. You’ll have to hold your action to make the most of your charging potential.
- Every time you gain an Ability Score Increase, make sure to increase your Intelligence by 2 until you reach a score of 20. Afterward, consider increasing your Constitution score. If your game uses feats, it’s a priority to take War Caster Piercer if you had not already acquired one or the other.
- At level 5, you will get the Extra attack feature.
- At level 9, your Arcane Jolt feature greatly boosts your damage, letting you deal an extra 2d6 force damage with magic weapons!
- At level 15, mow down your foes with an improved Arcane Jolt that deals 4d6 damage now as well as greatly increasing your Steel Defender’s utility!
Spell Selection
The Spellcasting feature is the ribbon that ties the “Mechano-Lancer” build nicely. Here are our recommended spells to take your jousting engineer to the next level:
- Artificer Cantrips: Booming Blade, Green-flame Blade.
- Artificer 1st-level spells: Faerie Fire, Expeditious Retreat.
- Artificer 2nd-level spells: Blur.
- Artificer 3rd-level spells: Haste.
- Artificer 4th-level spells: Freedom of Movement.
- Artificer 5th-level spells: Animate Objects.
The Magical Workshop
Artificers are the artisans of the future, creating wondrous items left and right which they can employ to save the day…with style.
Like all adventurers, artificers can relish the smell of a well-oiled magic item after slaying the hordes of Avernus. If you got some hot pizza to bribe your DM with, these items are for you:
The All-Purpose Tool is a fantastic item that can transform into any kind of artisan’s tool as well as giving a bonus to your Saving Throw DC and Spell Attack roll which ranges from +1 to +3.
A Sentinel Shield comes in handy for when you have to come in early to a fight: Its magnificent advantage on Initiative checks is only made sweeter by the advantage it confers on Perception checks!
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