Artificers get the standard five Ability Score Improvement slots (4th, 8th, 12th, 16th, 19th), only three of them by level 12, the same as most classes, but they carry a heavier burden per slot than most. Intelligence drives their spell save DC, their infusion save DC, and Artificer's Lore. Concentration protects a short, high-stakes prepared-spell list they cannot easily replace mid-adventure. And unless the build runs Battle Smith, there is no Extra Attack until 5th level at the earliest, which means bonus-action and reaction-based feats punch above their weight for the rest of the party.
That resource pressure makes feat selection unusually consequential. A wasted pick on an Artificer costs the party a concentration save, a spell option, or a full turn of action economy that a Fighter or Barbarian would barely notice losing.

Disclaimer
This guide uses 2014 D&D Player's Handbook rules, Tasha's Cauldron of Everything (TCoE), and Eberron: Rising from the Last War (ERLW) for Artificer-specific and Eberron content. This is not a 2024 edition guide.
Artificer Feat Priorities
- Concentration protection — War Caster stacks with the class's own Constitution save proficiency for advantage on top of proficiency
- Close the real save gap — Resilient (Wisdom or Charisma), since Constitution and Intelligence are both already covered by the class table
- Free spells outside the prepared list — Fey Touched or Shadow Touched fill the class's biggest blind spots (mobility and stealth)
- Bonus action economy — Telekinetic gives a reliable bonus-action option before Extra Attack exists
Artificers optimize around protecting a short spell list and stretching a single ability score across spellcasting, infusions, and skill checks. Feats that duplicate what the class already has (Constitution and Intelligence save proficiency, tool proficiency) return less value than feats that fill an actual gap.
Top Feats for Artificer
● War Caster
Protects concentration on Web, Shatter, Flaming Sphere, and Wall of Fire, and lets you keep smith's tools or a weapon in hand while casting. Advantage stacks with the class's own Constitution save proficiency, making concentration checks reliable at every tier of play. War Caster guide
● Resilient (Wisdom or Charisma)
Artificers already have both Constitution and Intelligence save proficiency from the class table, so Resilient in either only adds a stat bump. Wisdom and Charisma are the actual gaps, and Wisdom in particular is the save behind Hold Person, Dominate Monster, and most fear effects. Pick whichever of the two a build's race doesn't already cover. Resilient guide
● Fey Touched
Neither Misty Step nor most enchantment spells appear on the Artificer list. Fey Touched adds a free daily Misty Step (solving the class's complete lack of built-in mobility) plus a 1st-level divination or enchantment spell, and a +1 to Intelligence. Fey Touched guide
● Shadow Touched
The Invisibility equivalent of Fey Touched. Strongest on an Artillerist or Alchemist who wants to disengage from melee rather than trade hits, since neither subclass wants to be the one standing in a front line. Shadow Touched guide
● Telekinetic
A reliable bonus-action shove that scales off Intelligence, available every turn with no resource cost. This matters more for an Artificer than most classes, because there is no Extra Attack (outside Battle Smith at 5th level) competing for that bonus action slot. The upgraded, invisible Mage Hand is also a natural fit for a class built around gadgetry. Telekinetic guide
● Lucky
Three rerolls per long rest on concentration saves, weapon or Firebolt attack rolls, and the Intelligence checks the class leans on for tool use and Artificer's Lore. No prerequisite, no wasted value at any level. Lucky guide
● Skill Expert
Artificer's Lore already covers History-adjacent checks tied to magic, alchemy, and technology, but it does not grant expertise. Skill Expert adds a skill proficiency and expertise in one skill (Investigation is the natural pick for an Intelligence-primary class) plus a flexible +1 to any score. Skill Expert guide
● Aberrant Dragonmark
The one dragonmark with no race prerequisite, so any Artificer in an Eberron campaign qualifies. It grants a free Sorcerer cantrip and 1st-level spell using Constitution as the casting stat, sidestepping competition with the class's own Intelligence-based prepared list. The roleplay hook and free spell access earn it a look, but the Aberrant Surge risk and lack of infusion overlap keep it below War Caster and Resilient on raw power. Full mark-by-mark coverage lives in the Eberron dragonmarks guide once that spoke ships.
● Artificer Initiate
Redundant for an actual Artificer, since the class already has full access to this list through normal preparation, but worth flagging for anyone eyeing it purely for the artisan tool proficiency. War Caster and Resilient still deliver more raw power for the same ASI slot. Artificer Initiate guide
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Start BuildingFeats to Avoid
Metamagic Adept. Requires the Sorcery Points class feature. Artificers have no such feature at all, so this feat is not merely weak on the class, it is unusable. Metamagic Adept guide
Inspiring Leader. Requires Charisma 13. Artificer builds almost never invest in Charisma, since it contributes to nothing in the class's kit. Taking it means spending an ASI on a prerequisite stat with no other payoff.
Revenant Blade. Requires the Elf race per its ERLW prerequisite, which locks it out of every non-Elf Artificer build entirely and gives it no place in a class-wide feat ranking.
Example Feat Progression
Alchemist or Artillerist (concentration-focused):
- Level 4: War Caster
- Level 8: Resilient (Wisdom)
- Level 12: Fey Touched or Telekinetic
Battle Smith (melee-adjacent):
- Level 4: War Caster
- Level 8: Resilient (Wisdom or Charisma)
- Level 12: Lucky or Skill Expert
FAQ
Does an Artificer need War Caster? Strongly recommended for the Alchemist and Artillerist, who concentrate on spells constantly. Less urgent but still useful on a Battle Smith.
Resilient (Constitution) or Resilient (Wisdom)? Wisdom or Charisma. Artificers already have both Constitution and Intelligence save proficiency, so Resilient in either only adds a stat bump; Wisdom or Charisma closes the class's real defensive gap.
Are Fey Touched and Shadow Touched worth it? Yes, both add spells missing from the Artificer list entirely (Misty Step and Invisibility), plus a free daily cast and a stat bump.
Is Aberrant Dragonmark good for an Artificer? Legal and thematic, with no race prerequisite, but not a mechanical priority next to War Caster and Resilient.
Should an Artificer take Lucky? Yes, once concentration protection is secured. It never becomes a wasted pick.


