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.

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
| Feature | What it means at the table |
|---|---|
| Hit Die and saves | A d8 Hit Die with Constitution and Intelligence save proficiencies supports a capable but not reckless caster. |
| Spellcasting | Artificers 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 focus | You 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 Item | Starting 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 Genius | At 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
| Ability | Priority | Why |
|---|---|---|
| Intelligence ● | First | It governs spells and helps power several class and subclass features. |
| Constitution ● | Second | More hit points and better Concentration saves matter on a d8 class. |
| Dexterity ● | Usually third | It improves Armor Class in medium armor, initiative, and common saving throws. |
| Wisdom ● | Useful | Perception and Wisdom saves remain valuable even when the class does not use Wisdom for spells. |
| Strength ● | Situational | Armorer and Battle Smith can pursue a martial role without making Strength the primary plan. |
| Charisma ● | Usually last | The 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.
| Subclass | Best for | What makes it distinct |
|---|---|---|
| Alchemist ● | Support and restorative play | Experimental Elixir, Alchemist's Supplies, and later restorative features make this the potion-focused choice. |
| Armorer ● | Durable melee or stealthy armor play | Arcane Armor can use Dreadnaught, Guardian, or Infiltrator models, each with a special Intelligence-based weapon. |
| Artillerist ● | Ranged pressure and battlefield positioning | Eldritch Cannon supplies Flamethrower, Force Ballista, or Protector options that you command with a Bonus Action. |
| Battle Smith ● | A companion and weapon-focused role | The Steel Defender protects allies, while Arcane Empowerment lets magic-weapon attacks use Intelligence. |
| Cartographer ● | Exploration and keeping a party connected | Adventurer'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.
| Subclass | Source and role | What makes it distinct |
|---|---|---|
| Reanimator ● | Ravenloft: The Horror Within; necromantic companion specialist | A 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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Start BuildingClass 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
- Start with high Intelligence, a solid Constitution score, and enough Dexterity for your armor plan.
- Prepare a mixture of healing, investigation, protection, and control spells rather than only damage.
- At level 2, choose Replicate Magic Item plans that cover a party need no one else can cover.
- 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.
- 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.


