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Best Feats for Artificer in D&D 2024
dnd 2024eberron

Best Feats for Artificer in D&D 2024

7 min read
By Andrew Blase

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  1. Guides
  2. >D&D 2024
  3. >Feat Guides
  4. >Best Feats for Artificer in D&D 2024

The short answer

A D&D 2024 Artificer chooses the Ability Score Improvement feat or another qualifying feat at levels 4, 8, 12, and 16, and an Epic Boon or another qualifying feat at level 19. General and Origin Feats are the normal routes. Fighting Style Feats require a feature the single-class Artificer does not receive, while Mark of Making is an Eberron campaign option.

This guide is for the Artificer in Eberron: Forge of the Artificer. It does not assume that every strong feat applies to every inventor. First identify the subclass's job, the ability scores you are improving, and whether the campaign actually uses Eberron character options.

On this page

  • Artificer Feat Schedule and Access
  • Strong Starting Points
  • Origin Feats and Backgrounds
  • Eberron Pick: Mark of Making
  • Feat Notes by Artificer Subclass
  • Alchemist
  • Armorer
  • Artillerist
  • Battle Smith
  • Cartographer
  • Choices to Treat Carefully
  • A Simple Progression Check

For the rules behind each option, use the D&D 2024 Feat Guides hub. For the full class progression, spells, and subclasses, use the D&D 2024 Artificer Guide.

Warforged Artificer Nessa Vell uses tools and violet energy to stabilize a cargo tram on a rain-wet skybridge

Artificer Feat Schedule and Access

The Artificer gains the Ability Score Improvement feat or another feat for which it qualifies at levels 4, 8, 12, and 16. At level 19, it gains an Epic Boon feat or another qualifying feat. The class recommends Boon of Energy Resistance, but that recommendation is not a restriction.

Three access checks prevent most bad feat plans:

  1. An Origin Feat comes from the background at level 1. It is not a later General Feat choice unless a feature expressly lets you choose it.
  2. General Feats are the usual later choice. Read their level, ability-score, armor-training, spellcasting, or other prerequisites.
  3. Fighting Style Feats require the Fighting Style feature. The single-class Artificer has no Fighting Style feature, so this guide does not rank them as normal Artificer selections.

The Artificer uses Intelligence for its spells and begins with Light and Medium Armor Training plus Shields. Its spellcasting uses tools as a focus, and its prepared spells, magic-item plans, and subclass features require attention to both action economy and Concentration.

Strong Starting Points

The best choice depends on the build, but these are reliable places to begin the comparison.

FeatWhy an Artificer may want itCheck before choosing
● Ability Score ImprovementRaises the score the character needs most, often Intelligence or Constitution.Compare the score increase with the feat's immediate benefit.
● War CasterA useful concentration-protection route for an Artificer maintaining a spell in a busy fight.Confirm that Concentration is central to the spells you regularly prepare.
● ResilientCan add a needed saving throw proficiency and a matching ability score increase.Choose an ability in which you lack saving throw proficiency.
● Keen MindSupports an Intelligence-based character that wants more value from Arcana, History, Investigation, Nature, or Religion.Requires Intelligence 13 or higher.
● ObservantHelps an Intelligence-based investigator improve Insight, Investigation, or Perception and use Search quickly.Requires Intelligence or Wisdom 13 or higher.
● Elemental AdeptCan fit a spellcaster built around one of its listed damage types.Requires Spellcasting; choose it only after checking your prepared spells.

The colors are a decision aid, not a substitute for prerequisites. A blue concentration feat can be a poor selection for a character that seldom maintains Concentration, while an ability score increase can be the better level-4 choice for a build that has not met its core score target.

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Origin Feats and Backgrounds

Choose the Origin Feat with the background, not after the character has already reached level 4. The Origin Feats guide covers the shared options and their backgrounds.

Origin routeFit for an Artificer
● Magic InitiateAdds a small spell package chosen through the background route. Compare it to the class's existing cantrips and prepared spells so the choice is not redundant.
● AlertA broadly useful choice for a character that wants to act early and establish a spell, item, or subclass feature.
● ToughA reasonable defensive option for an Artificer expecting to take hits, especially before the build's defenses are established.
● CrafterThe tool theme fits, but compare its benefit carefully with the Artificer's own tool proficiencies and Replicate Magic Item feature.

Eberron Pick: Mark of Making

Mark of Making is not Artificer-exclusive, but it has a natural place in an Eberron Artificer campaign. The Dragonmark Feats guide has the full rules text and its Greater Mark follow-up.

House Cannith Heir grants Mark of Making as its level-1 feat. The mark provides an Arcana or Artisan's Tools intuition benefit plus its spell benefits. At level 4 or later, Greater Mark of Making requires Mark of Making and improves the intuition die and the mark's Magic Weapon casting. These are setting choices: do not add them to a character unless the campaign is Eberron and the prerequisite is met.

Hot take: The best Artificer feat is often the one that improves the choice you make every round, not the one whose name sounds most like crafting. Start with the spells, items, attacks, or ally support the character actually uses.

Feat Notes by Artificer Subclass

Every Artificer subclass deserves a separate check. None receives a Fighting Style feature, and none needs the same feat plan.

Alchemist

Alchemists should compare Intelligence, Constitution, War Caster, Resilient, and Elemental Adept against the spells and damage types they actually prepare. The subclass's Alchemical Eruption works when an Artificer spell deals Acid, Fire, or Poison damage, which makes an element-focused choice more plausible here than on a build without that spell pattern.

Armorer

Armorers should start with the ability scores and defenses the chosen armor model needs. The subclass turns Arcane Armor into a Spellcasting Focus and supplies Heavy Armor Training through Tools of the Trade. Consider Heavy Armor Master only for a character that satisfies its prerequisite and expects weapon damage to be a recurring problem.

Artillerist

Artillerists should not take Archery for an Eldritch Cannon. Its Force Ballista uses a spell attack, not a ranged weapon attack. Concentration support, Intelligence, and spell choices are usually more relevant than a Fighting Style Feat the Artificer cannot normally qualify for.

Battle Smith

Battle Smiths can use Intelligence for attack and damage rolls with a magic weapon through Arcane Empowerment and gain Martial weapon proficiency. A weapon-focused build can therefore evaluate a qualifying General Feat such as Crusher, Piercer, or a weapon-specific option based on the weapon it actually uses. It still does not gain the Fighting Style feature.

Cartographer

Cartographers should choose for the party-support and movement plan they use at the table. Intelligence, Constitution, concentration support, and information-focused General Feats are more dependable starting comparisons than a narrow weapon feat.

Choices to Treat Carefully

These options are not automatically bad. They need a specific build reason.

  • Fighting Style Feats: unavailable to a single-class Artificer without a source of the Fighting Style feature.
  • Great Weapon Master, Sharpshooter, and other weapon feats: check the ability-score prerequisite and the actual weapon pattern. A Battle Smith can make a case for some weapon options; a spell-first Artificer often cannot.
  • Heavy Armor Master: the Armorer can meet the armor-training prerequisite, but the feat also needs Strength 13 or higher.
  • Crafter: thematic overlap is not enough. Compare it with the tools and magic-item options the class already receives.

A Simple Progression Check

At levels 4, 8, 12, and 16, revisit the same questions: Is Intelligence where the build needs it? Is the character losing Concentration often? Does a subclass feature make a specific General Feat better? Is the campaign using Eberron and does Mark of Making fit the character?

At level 19, compare the source's Boon of Energy Resistance recommendation with other Epic Boons and any other feat for which the character qualifies. The Epic Boons guide covers that decision, while the D&D 2024 Artificer Spell List helps identify what a concentration or spell-focused choice is protecting.

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