Artificer 5e spell list, Infusions, Armorer, Alchemist in dnd

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Artificer 5e spell list, Infusions, Armorer, Alchemist in dnd

Is the D&D 5E Artificer an excellent 1 level dip for wizards?

 

We have been longing for the dnd 5e Artificer as a non-magic user. It all depends on the story of your character. If you are making a wizard who is skilled at tinkering/designing gadgets, then yes. If you don’t, then it is not.It’s not very efficient mechanically, even though it shares Intelligence as a primary casting stat. Prior wizards rarely wish to multiclass.

In dnd 5e, Artificers are masters of invention. They use their ingenuity to unlock extraordinary capabilities in objects. They view magic as a complicated system that can be decoded and harnessed in their creations and spells. The following section will provide everything you need to become one of these inventors.

To channel their arcane power, artificers can use many tools. An artificer in 5e d&d may use the supplies of an alchemist. It is to make a potent elixir or calligrapher to inscribe a power sigil. Tinker’s tools can be helpful to make a temporary charm. Artificers are renowned for their ability to create the best tools for their jobs.

Artificer rounds up instead of down for spell slot progression so that a 1-level dip won’t slow you down. You also gain medium armor/shield proficiency, thieves’ and Tinker’s tool proficiency.

Magical Tinkering is the most striking feature. It is a flavor-packed feature. Things like light/continual fire, minor illusion, and magic mouth can approximate some of its capabilities.

Classes

Artificers get the following class features.

Hit Points

Hit Dice: 1d8 per Artificer levelHit Points at the 1st Level 8 + Your Constitution Modifier

Higher Levels of Hit Points 1d8 (or 5) + your Constitution modifier per artificer level after 1st

Proficiencies

Armor: Shields, light armor, medium armor

WeaponsSimple weapons

ToolsThieves’ and Tinker’s Tools, or one type of artisan tool of your choosing

Save Throws Constitution, Intelligence

SkillsTwo from Arcana. History, Investigations, Medicine, Nature Perception, Sleight of Hand

Equipment

The following equipment is required to start, along with any equipment that your background has given you.

  • Two simple weapons are enough.
  • A light crossbow with 20 bolts
  • (a) Embossed leather armor, (b) Scale mail
  • A dungeoneer’s bag and tools for thieves
Optional Rule: Firearm Proficiency

In many corners of D&D’s multiverse, gunpowder weapons secrets have been found. Your Artificer will be proficient with gunpowder weapons if your Dungeon Master has used the rules for firearms in the D&D Master’s Guide.

Magical Tinkering

You’ve already learned how to infuse magic into everyday objects at the 1st level. You will need to have a set of artisan’s or thieves’ tools with you to use this ability. As an action, you touch a Tiny magical object and then give it the magical properties of your choice.

  • The object emits bright light within a radius of 5 feet and dims the light for another 5 feet.
  • When a creature taps the object, it emits a recorded message. This message can be heard up 10 feet away. The message is recorded when the thing is bestowed with this property. It can last no longer than six seconds.
  • You can choose to have the object emit an odor, or a nonverbal sound, such as wind, waves, chirping, etc. You can see the chosen phenomenon up to 10 feet away.
  • One of the objects’ surfaces will display a static visual effect. You can choose to show a picture, 25 words of text, lines or shapes, or any combination of these elements.

The property you choose lasts indefinitely. You can take immediate action and touch the object to end the property.

While you can bestow magic upon multiple objects at once, only one thing can be affected by this feature at a given time. Your Intelligence modifier (minimum one object) limits how many objects you can act at once. If you exceed this limit, the oldest property will immediately end, and the new property will apply.

Spellcasting

You have studied magic and the know-how to cast spells using objects. You don’t seem to be casting spells traditionally. Instead, you create wonders with mundane things and other bizarre inventions.

Tools required

Your tools are what you use to create your artificer spell effects. When casting any spell using this Spellcasting feature, you must have a spellcasting focal-specifically thieves’ tools or an artisan’s tool in your hand. To use the device in this manner, you must be familiar with it. These tools are described in the Equipment chapter of the Player’s Handbook.

Once you have attained the Infuse Item feature, which is 2nd level, any item that bears one of your infusions can be used as a spellcasting focal point.

Cantrips (0-Level Spells)

At 1st level, you know two cantrips of your choice from the artificer spell list. You can learn additional artificial trips at higher levels. That is shown in the Cantrips Known column on the Artificer table.

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Suppose you gain a level in this class. You can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

How to prepare and cast spells

The Artificer 5e table lists how many spell slots are required to cast your artificer magics. You must expend one slot for each spell of the spell’s highest level to cast an artificer spell of that level or higher. When you end a long rest, all your spell slots are reclaimed.

 

Artificer 5e spell Table

Level Spell Name School Casting Time Range Duration Components
Level 1 Absorb Elements Abjuration 1 Reaction Self 1 round S
Cantrip Acid Splash Conjuration 1 Action 60 Feet Instantaneous V, S
Level 2 Aid Abjuration 1 Action 30 Feet 8 hours V, S, M
Level 1 Alarm Abjuration 1 Action R 30 feet 8 Hours V, S, M
Level 2 Alter Self Transmutation 1 Action Self Concentration, up to 1 hour V, S
Level 5 Animate Objects Transmutation 1 Action 120 feet Concentration, up to 1 minute V, S
Level 4 Arcane Eye Divination 1 Action 30 feet Concentration, up to 1 hour V, S, M
Level 2 Arcane Lock Abjuration 1 Action Touch Until dispelled V, S, M
Level 1 Arcane Weapon (UA) Transmutation 1 Bonus Action Self Concentration, up to 1 hour V, S
Level 5 Bigby’s Hand Evocation 1 Action 120 feet Concentration, up to 1 minute V, S, M
Level 3 Blink Transmutation 1 Action Self 1 minute V, S
Level 2 Blur Illusion 1 Action Self Concentration, up to 1 minute V
Cantrip Booming Blade Evocation 1 Action Self (5-foot radius) 1 round S, M
Level 1 Catapult Transmutation 1 Action 60 feet Instantaneous S
Level 3 Catnap Enchantment 1 Action 30 feet 10 minutes S, M
Level 2 Continual Flame Evocation 1 Action Touch Until dispelled V, S, M
Cantrip Create Bonfire Conjuration 1 Action 60 Feet Concentration up to 1 minute V, S
Level 3 Create Food and Water Conjuration 1 Action 30 feet Instantaneous V, S
Level 5 Creation Illusion 1 Action 30 feet Special V, S, M
Level 1 Cure Wounds Evocation 1 Action Touch Instantaneous V, S
Cantrip Dancing Lights Evocation 1 Action 120 Feet Concentration up to 1 minute V, S, M
Level 2 Darkvision Transmutation 1 Action Touch 8 hours V, S, M
Level 1 Detect Magic Divination 1 Action R Self Concentration, up to 10 minutes V, S
Level 1 Disguise Self Illusion 1 Action Self 1 hour V, S
Level 3 Dispel Magic Abjuration 1 Action 120 feet Instantaneous V, S
Level 4 Elemental Bane Transmutation 1 Action 90 feet Concentration, up to 1 minute V, S
Level 3 Elemental Weapon Transmutation 1 Action Touch Concentration, up to 1 hour V, S
Level 2 Enhance Ability Transmutation 1 Action Touch Concentration, up to 1 hour V, S, M
Level 2 Enlarge/Reduce Transmutation 1 Action 30 feet Concentration, up to 1 minute V, S, M
Level 1 Expeditious Retreat Transmutation 1 Bonus Action Self Concentration, up to 10 minutes V, S
Level 4 Fabricate Transmutation 10 Minutes 120 feet Instantaneous V, S
Level 1 Faerie Fire Evocation 1 Action 60 feet Concentration, up to 1 minute V
Level 1 False Life Necromancy 1 Action Self 1 hour V, S, M
Level 1 Feather Fall Transmutation 1 Reaction 60 feet 1 minute V, M
Cantrip Fire Bolt Evocation 1 Action 120 Feet Instantaneous V, S
Level 3 Flame Arrows Transmutation 1 Action Touch Concentration, up to 1 hour V, S
Level 3 Fly Transmutation 1 Action Touch Concentration, up to 10 minute V, S, M
Level 4 Freedom of Movement Abjuration 1 Action Touch 1 hour V, S, M
Cantrip Frostbite Evocation 1 Action 60 Feet Instantaneous V, S
Level 3 Glyph of Warding Abjuration 1 Hour Touch Until dispelled or triggered V, S, M
Level 1 Grease Conjuration 1 Action 60 feet 1 minute V, S, M
Level 5 Greater Restoration Abjuration 1 Action Touch Instantaneous V, S, M
Cantrip Green-Flame Blade Evocation 1 Action Self (5-foot radius) Instantaneous S, M
Cantrip Guidance Divination 1 Action Touch Concentration up to 1 minute V, S
Level 3 Haste Transmutation 1 Action 30 feet Concentration, up to 1 minute V, S, M
Level 2 Heat Metal Transmutation 1 Action 60 feet Concentration, up to 1 minute V, S, M
Level 1 Identify Divination 1 Minute R Touch Instantaneous V, S, M
Level 3 Intellect Fortress Abjuration 1 Action 30 feet Concentration, up to 1 hour V
Level 2 Invisibility Transmutation 1 Action Touch Concentration, up to 1 hour V, S, M
Level 1 Jump Transmutation 1 Action Touch 1 minute V, S, M
Level 4 Leomund’s Secret Chest Conjuration 1 Action Touch Instantaneous V, S, M
Level 2 Lesser Restoration Abjuration 1 Action Touch Instantaneous V, S
Level 2 Levitate Transmutation 1 Action 60 feet Concentration, up to 10 minutes V, S, M
Cantrip Light Evocation 1 Action Touch 1 hour V, M
Cantrip Lightning Lure Evocation 1 Action Self (15-foot radius) Instantaneous V
Level 1 Longstrider Transmutation 1 Action Touch 1 hour V, S, M
Cantrip Mage Hand Conjuration 1 Action 30 Feet 1 minute V, S
Level 2 Magic Mouth Illusion 1 Minute R 30 feet Until dispelled V, S, M
Cantrip Magic Stone Transmutation 1 Bonus Action Touch 1 minute V, S
Level 2 Magic Weapon Transmutation 1 Bonus Action Touch Concentration, up to 1 hour V, S
Cantrip Mending Transmutation 1 Minute Touch Instantaneous V, S, M
Cantrip Message Transmutation 1 Action 120 feet 1 round V, S, M
Level 4 Mordenkainen’s Faithful Hound Conjuration 1 Action 30 feet 8 hours V, S, M
Level 4 Mordenkainen’s Private Sanctum Abjuration 1 Action 120 feet 24 hours V, S, M
Level 4 Otiluke’s Resilient Sphere Evocation 1 Action 30 feet Concentration, up to 1 minute V, S, M
Cantrip Poison Spray Conjuration 1 Action 10 feet Instantaneous V, S
Cantrip Prestidigitation Transmutation 1 Action 10 feet Up to 1 hour V, S
Level 3 Protection from Energy Abjuration 1 Action Touch Concentration, up to 1 hour V, S
Level 2 Protection from Poison Abjuration 1 Action Touch 1 hour V, S
Level 1 Purify Food and Drink Transmutation 1 Action R 10 feet Instantaneous V, S
Level 2 Pyrotechnics Transmutation 1 Action 60 feet Instantaneous V, S
Cantrip Ray of Frost Evocation 1 Action 60 feet Instantaneous V, S
Cantrip Resistance Abjuration 1 Action Touch Concentration up to 1 minute V, S, M
Level 3 Revivify Necromancy 1 Action Touch Instantaneous V, S, M
Level 2 Rope Trick Transmutation 1 Action Touch 1 hour V, S, M
Level 1 Sanctuary Abjuration 1 Bonus Action 30 feet 1 minute V, S, M
Level 2 See Invisibility Divination 1 Action Self 1 hour V, S, M
Cantrip Shocking Grasp Evocation 1 Action Touch Instantaneous V, S
Level 5 Skill Empowerment Transmutation 1 Action Touch Concentration, up to 1 hour V, S
Level 2 Skywrite Transmutation 1 Action R Sight Concentration, up to 1 day V, S
Level 1 Snare Abjuration 1 Minute Touch Until dispelled or triggered V, S, M
Cantrip Spare the Dying Necromancy 1 Action Touch Instantaneous V, S
Level 2 Spider Climb Transmutation 1 Action Touch Concentration, up to 1 hour V, S, M
Level 4 Stone Shape Transmutation 1 Action Touch Instantaneous V, S, M
Level 4 Stoneskin Abjuration 1 Action Touch Concentration, up to 1 hour V, S, M
Level 4 Summon Construct Conjuration 1 Action 90 feet Concentration, up to 1 hour V, S, M
Cantrip Sword Burst Conjuration 1 Action Self (5-foot radius) Instantaneous V
Level 1 Tasha’s Caustic Brew Evocation 1 Action Self (30-foot line) Concentration, up to 1 minute V, S, M
Cantrip Thorn Whip Transmutation 1 Action 30 feet Instantaneous V, S, M
Cantrip Thunderclap Evocation 1 Action Self (5-foot radius) Instantaneous S
Level 3 Tiny Servant Transmutation 1 Minute Touch 8 hours V, S
Level 5 Transmute Rock Transmutation 1 Action 120 feet Instantaneous V, S, M
Level 5 Wall of Stone Evocation 1 Action 120 feet Concentration, up to 10 minutes V, S, M
Level 3 Water Breathing Transmutation 1 Action R 30 feet 24 hours V, S, M
Level 3 Water Walk Transmutation 1 Action R 30 feet 1 hour V, S, M
Level 2 Web Conjuration 1 Action 60 feet Concentration, up to 1 hour V, S, M
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You prepare the list of artificer spells available for you to cast, choosing from the artificer spell list. After you have done this, select a minimum of one artificer spell equal to your Intelligence modifier + half of your artificer level. It would be best if you chose spells that are of the same level as your spell slots.

If you are a 5th level artificer, you can have four 1st-level spell slots and two 2nd-level ones. Your Intelligence score of 14 allows you to prepare four spells at either the 1st- or 2nd levels. You can also have any combination of both. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. The spell is not removed from your prepared spells list by throwing it.

After a long rest, you can modify your prepared spells. You will need to spend at least one minute at each spell level to prepare a new list.

 

Spellcasting Ability

Intelligence refers to your ability to cast spells for your artificer spells. Your knowledge of magic theory allows you to use these spells with more excellent skill. Your Intelligence is used whenever you cast an artificer spell that affects your ability to spell cast. You can also use your Intelligence modifier to set the saving throw DC for an Artificer spell you cast and make an attack roll using one.

Spell Save DC= 8 + your proficiency bonus + your Intelligence Modifier

Spell attack modifier= Your Intelligence modifier + your proficiency bonus

Ritual casting

If the spell is marked with the ritual tag and the spell is prepared, you can cast an artificer magick as a ritual.

Infuse Item

You can imbue ordinary objects with magical infusions at the 2nd level. It transforms them into magic items.

Infusions are well-known

When you gain this feature, pick four artificer infusions to learn. When you achieve certain levels in the class, you can learn additional infusions. That is shown in the Infusions Known column in the Artificer table.

You can replace an artificer infusion you have learned by gaining a level in this course.

Infusing an item

After a long rest, you may touch any non-magical object to imbue it in one of your artificer fusions. It will transform it into a magical item. The infusion can only work on certain types of things. You can only attune to an item that requires it immediately after infusion. You can attune to the object by following the standard procedure (see the Dungeon Master’s Guide).

The infusion will remain in the item indefinitely. However, if you die, the infusion disappears after a while, equal to your Intelligence modifier (minimum one day). If you replace your knowledge about the infusion, the infusion will also disappear.

After a long rest, you can infuse more than one non-magical object. The maximum number of things that can be infused is listed in the Infused Items column in the Artificer Table. Each object must be touched. Only one infusion can be made at a given time. You can only have one infusion per object. You cannot exceed the maximum number of infusions. The oldest infusion will end, and the new one will apply.

An infusion that ends on an item containing other items, such as a bag of holding or a bag of handcuffs, will cause its contents to appear around the space harmlessly.

 

Which class is best for multi-classes with Artificer in d&d 5e? Is Battlesmith the best option?

 

Here are my observations and some theories:

  • Artificer/Wizard has great casting stats. You could be a BattleSmith Artificer 3 or 4 depending on how vital the ASI is to you, and School of War Magic for all the rest. That would make you a formidable frontline with medium armor and battlefield controller with maxed INT and War Mage’s tactical wit.
  • The BattleSmith Artificer, Wizard’s School of Bladesinging, and Wizard’s Schools of Bladesinging are very appealing options. However, due to the light armor restrictions, you must also be able to demonstrate good dexterity. The Battle Smith’s Battle Ready feature, which replaces STR and DEX weapon/damage roll with INT, is available at level 3. However, the Bladesinger receives INT added to damage at Level 14. (which is also quite late). These features don’t stack, although they are the same. I am not sure if they stack because they aren’t named the same thing. (Re: Battle Smith 5’s Extra Attack and Bladesinger 6’s Damage) They don’t stack. Otherwise, it would be pretty powerful if you could stack the modifier twice from two different sources (unlikely).
  • I tried BattleSmith Artificer 3 and Forge Cleric 1 briefly. They were crazy about the +1 stuff. My AC was 20 after receiving two infusions: +1 Shield, +1 Longsword, and my Blessing of the Forge (+1 Scale Mail). It was delicious and very mechanical (I had 16 WIS and 18 INT), but it wasn’t what I wanted to do for my character’s story. With my DM’s approval, I have now switched levels and am now Artificer 1 / Cleric 3. That will give me a more explosive playstyle. I’m planning to go up to Artificer 3 and take the UA Armorer class. However, I will miss Battle Smith’s INT damage and attacks.
  • Multiclassing Fighter or Rogue with Fighter is a good idea, provided they are willing to accept the spell progression delay. However, I believe the Artificer would benefit more from mixing with full casters as their spell slots increase. Arcane Trickster and Eldritch Knight could be good if you want to keep with the INT stat. Still, both classes would be two very slow progressions tied together. At that point, I think going Wizard might slightly be better unless you would want Fighter for the melee potential or Rogue for the Sneak Attack/Expertise/etc.
  • The UA version was not yet out. I did, however, play a Lore Bard / Archives Artificer / Inquisitive Rogue multiclass. However, that was a wide stat spread, and I wouldn’t recommend it to anyone. The flavor was fantastic. It took many of the “bookish” classes. It mixed them to create a character that was highly focused on being an overachiever. There are many skills. CON was thrown out, and that gave me the flexibility to place stats. It was not something I would recommend, but it was fun.
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How is the 5e Artificer spell progression?

 

Overall, I believe there is a lot to be done with Artificers. They are a niche class that I enjoy a lot. Their spell progression is a bit slow. It’s possible to do so with a single class using Flash of Genius, Spell-Storing Items, and their magical item boosts. Multiclassing is easier for Artificers than other classes, except Bards and Rogues. Artificers are a kind of “skill monkey,” with the Bard being the full-caster example, Rogue being the martial example and Artificer being the partial caster example. Their stats are more flexible than if they rely on INT alone. They aren’t skilled masters like the Bard or Rogue. Their tinkerer/inventor nature lends itself to genius types who can do many things because they have the ability and the Intelligence to.

 

How does the D&D 5e Artificer alchemist compare with other artificer classes?

 

Let’s begin with the less-artificial options.

  1. Casting a class
  2. Alchemists’ supplies would be your tool proficiency. You can also use the “Alchemist tool feat” to gain expertise. To obtain the ability to perform those UA feats, you can multiclass into Bard and Rogue.
  3. Once that is settled, you will choose a caster class with access to either a lot or a few buff spells, depending on what kind of alchemist it is. You would then use your alchemy to cast these spells. For example, a fireball is a small portion that you can throw and explodes upon impact.
  4. Transmuter reskinning
  5. This ability can be used by either the transmutation wizard or the forge-cleric. Both possess the ability to transform materials. Combining these abilities with alchemist supplies would be a good idea. However, you should also use transmutation skills. That is a great way to reskill a wizard or cleric. You can even double this.
  6. The transmutation skills of Druids can be started from good berries and easily reskinned to make little potions that can be useful to create stone shapes or contagion.

We now have a new option: the artificer alchemist 5e.

It is possible that this class would be the best to use to implement your alchemist because it was designed to be an Alchemist. It can be multi-classed with a transmuter wizard to get more tricks. If you are looking to be an Alchemist, this tool is a great addition.

This approach is better than comparing the subclass with other artificial classes or other classes in raw power.

It is because subclasses of the artificer serve entirely different roles.

  • Alchemist: Supporter
  • Artillerist: Ranged combat
  • Battlesmith: Melee combat
  • Archivist: Information gathering / Social play

They all have a basic level of combat strength like all 5e classes. However, they excel in a specific niche. Comparing them is much harder than comparing subclasses of other classes that are variants of filling the same niche, like comparing the fighter/battlemaster, fighter/champion. Arcane archer is a fighter archetype that does not play the primary role of a melee character.

Instead of comparing subclasses in terms of power, I prefer to concentrate on the character idea and then search for the best tools to implement it.