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Artificer Guide: D&D 2024
dnd 2024eberron forge of the artificerravenloft the horror within

Artificer Guide: D&D 2024

9 min read
By Andrew Blase

Helping RPG players find games, game masters find players, and stores fill seats - one connected place instead of a dozen scattered group chats.

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  4. >Artificer Guide: D&D 2024

The short answer

The D&D 2024 Artificer is an Intelligence-based prepared caster from Eberron: Forge of the Artificer. It combines spells with temporary magic items from Replicate Magic Item, then chooses Alchemist, Armorer, Artillerist, Battle Smith, or Cartographer at level 3; Ravenloft: The Horror Within also offers Reanimator with GM approval.

The Artificer is the inventor-mage in Eberron: Forge of the Artificer. Its decisions happen both in play and after a Long Rest, when Replicate Magic Item lets it create the tools the next adventure needs. The class suits players who enjoy changing plans rather than repeating one routine.

On this page

  • Short answer
  • Artificer basics
  • Ability scores
  • Features that define the class
  • Spellcasting and Tinker's Magic
  • Replicate Magic Item
  • Magic Item Tinker, Flash of Genius, and Spell-Storing Item
  • Advanced Artifice and Soul of Artifice
  • Artificer subclasses
  • Alchemist
  • Armorer
  • Artillerist
  • Battle Smith
  • Cartographer
  • Reanimator from Ravenloft
  • Class Feats
  • Class Spells
  • A practical first build

Brannik Coppervein uses calipers to inspect a violet-lit expedition device at a forge workbench

Short answer

Make Intelligence your best ability score, carry a tool focus, and decide whether your party needs support, front-line armor, a battlefield device, a construct companion, or exploration coordination. The Artificer is a prepared caster with a d8 Hit Die and access to light armor, medium armor, and shields. Its separate magic-item tool kit rewards planning after each Long Rest.

Artificer basics

FeatureWhat it means at the table
Hit Die and savesA d8 Hit Die with Constitution and Intelligence save proficiencies supports a capable but not reckless caster.
SpellcastingArtificers prepare spells using Intelligence. They begin with two cantrips and two prepared level 1 spells, and can revise the prepared list after a Long Rest.
Tool focusYou must hold Thieves' Tools, Tinker's Tools, or proficient Artisan's Tools to cast an Artificer spell. Plan around that requirement before carrying a shield or weapon.
Replicate Magic ItemStarting at level 2, you learn plans and create temporary items after a Long Rest. Each created item uses a different plan, so choose a small group of items that solve different problems.
Flash of GeniusAt level 7, a Reaction can add your Intelligence modifier to a failed ability check or saving throw made by you or a creature you can see.

Ability scores

AbilityPriorityWhy
Intelligence ●FirstIt governs spells and helps power several class and subclass features.
Constitution ●SecondMore hit points and better Concentration saves matter on a d8 class.
Dexterity ●Usually thirdIt improves Armor Class in medium armor, initiative, and common saving throws.
Wisdom ●UsefulPerception and Wisdom saves remain valuable even when the class does not use Wisdom for spells.
Strength ●SituationalArmorer and Battle Smith can pursue a martial role without making Strength the primary plan.
Charisma ●Usually lastThe class has no core Charisma-based feature.

Features that define the class

Spellcasting and Tinker's Magic

At level 1, the Artificer prepares spells and gains Mending. Tinker's Magic can create one practical mundane item while you hold Tinker's Tools. It will not win an encounter by itself, but it rewards players who notice that a rope, crowbar, lamp, or similar item solves the immediate obstacle.

Replicate Magic Item

At level 2, choose four magic-item plans. The source recommends Bag of Holding, Cap of Water Breathing, Sending Stones, and Wand of the War Mage as early examples, but the better choice is the one that fills a party gap. Created items are not permanent loot: they have limits, use different plans, and disappear in the circumstances described by the feature. Review the plan list after each Long Rest instead of treating it as a once-per-campaign choice.

Magic Item Tinker, Flash of Genius, and Spell-Storing Item

Magic Item Tinker at level 6 can recharge, convert, or transmute eligible created items. Flash of Genius at level 7 is a reliable support Reaction. At level 11, Spell-Storing Item places a qualifying level 1, 2, or 3 Artificer spell in a weapon or spellcasting focus for another creature to use. These features reward coordination with the rest of the party as well as personal damage.

Advanced Artifice and Soul of Artifice

Advanced Artifice raises the Artificer's attunement limit to five items at level 14 and improves Flash of Genius recovery. Magic Item Master raises that limit to six at level 18. At level 20, Soul of Artifice can turn created Uncommon or Rare items into a way to survive a drop to 0 hit points, while also refreshing Flash of Genius after a Short Rest when you are attuned to at least one magic item.

Artificer subclasses

Choose a subclass at level 3. Forge of the Artificer presents five core options.

SubclassBest forWhat makes it distinct
Alchemist ●Support and restorative playExperimental Elixir, Alchemist's Supplies, and later restorative features make this the potion-focused choice.
Armorer ●Durable melee or stealthy armor playArcane Armor can use Dreadnaught, Guardian, or Infiltrator models, each with a special Intelligence-based weapon.
Artillerist ●Ranged pressure and battlefield positioningEldritch Cannon supplies Flamethrower, Force Ballista, or Protector options that you command with a Bonus Action.
Battle Smith ●A companion and weapon-focused roleThe Steel Defender protects allies, while Arcane Empowerment lets magic-weapon attacks use Intelligence.
Cartographer ●Exploration and keeping a party connectedAdventurer's Atlas links map holders, supports scouting, and later adds movement and emergency protection.

Alchemist

Choose Alchemist when the party benefits from restorative tools and flexible support more than another front-line body. Experimental Elixir and Alchemist's Supplies establish that role at level 3. Its value depends on whether the group can use the elixirs and later restorative features well, so it is a poorer fit for a party that already covers healing and wants the Artificer to hold a combat position.

Armorer

Armorer turns the Artificer into a durable, equipment-forward combatant. Arcane Armor offers the Dreadnaught, Guardian, and Infiltrator models, each with its own Intelligence-based weapon. Pick it when you want armor to define your turn; the tradeoff is that your subclass investment is more personal than the party-wide support offered by Alchemist or Cartographer.

Artillerist

Artillerist is the battlefield-device choice. Its Eldritch Cannon can supply Flamethrower, Force Ballista, or Protector functions, and commanding it uses a Bonus Action. That makes positioning and Bonus Action planning central to the subclass: choose it for a tactical device you intend to operate every combat, not for a low-attention companion.

Battle Smith

Battle Smith combines a Steel Defender with an Intelligence-based magic-weapon attack plan through Arcane Empowerment. The defender gives the party another body to position and protect, while the weapon feature keeps Intelligence central to the character. It suits players who want to manage a companion and make weapon attacks, but it asks more of your turn-by-turn positioning than a solo armor build.

Cartographer

Cartographer is the exploration and coordination choice. Adventurer's Atlas links map holders and supports scouting, then later expands into movement and emergency protection. Choose it when the campaign gives travel, mapping, and party separation real weight; it offers less direct combat pressure than Artillerist or Battle Smith when every session is a confined fight.

Hot take: Replicate Magic Item is more important to the Artificer's identity than chasing the most damaging spell at every level. A prepared item that solves the day changes the party's choices before initiative is rolled.

Reanimator from Ravenloft

Ravenloft: The Horror Within adds Reanimator as a separate Artificer subclass. It is not printed in Forge of the Artificer, so confirm that the DM is allowing the Ravenloft source before you select it. Reanimator is the grim companion option: its prepared spells include necromantic tools, and at level 3 it creates a Reanimated Companion that acts on your turn when commanded with a Bonus Action.

SubclassSource and roleWhat makes it distinct
Reanimator ●Ravenloft: The Horror Within; necromantic companion specialistA Reanimated Companion, modified Spare the Dying, and later body-modification choices create a different companion play pattern from Battle Smith.

The companion can be built for a particular job as you gain levels: better spell delivery or attacks at level 5, then size and shove control, mobility and fear, or swimming and acid retaliation at level 9. Reanimator later gains a source-specific Raise Dead use and can sacrifice the companion to restore its own hit points. Choose it for the Gothic-horror theme and companion management, not as a generic upgrade to Battle Smith.

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Class Feats

At levels 4, 8, 12, and 16, choose Ability Score Improvement or another feat you qualify for. Level 19 offers an Epic Boon or another qualifying feat. The Best Feats for Artificer guide compares options for the class without assuming every Artificer has the same combat role.

Class Spells

The Artificer spell list reaches level 5 and includes Homunculus Servant, a ritual that creates a special companion. For spell-by-spell choices, use the Best Artificer Spells guide.

A practical first build

  1. Start with high Intelligence, a solid Constitution score, and enough Dexterity for your armor plan.
  2. Prepare a mixture of healing, investigation, protection, and control spells rather than only damage.
  3. At level 2, choose Replicate Magic Item plans that cover a party need no one else can cover.
  4. At level 3, pick Battle Smith for a defender, Artillerist for a cannon, Armorer for personal armor, Alchemist for elixirs, or Cartographer for exploration. With the Ravenloft source approved, Reanimator offers a necromantic companion instead.
  5. Revisit both prepared spells and created items after every Long Rest.

For broader comparisons, return to the D&D 2024 class guide hub. For magic-item decisions beyond this class feature, see the Best Magic Items guide.

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