The artificer returns

The artificer returns DEFAULT

D&D Sage Advice

The Artificer returns now with even more content! Here’s what’s been added:

  • New subclasses—the Archivist and the Battle Smith
  • A revised spell list, including spells from Xanathar’s Guide to Everything
  • New infusions—Enhanced Wand, Repeating Shot, and Repulsion Shield
  • A revision to multiclassing—round up when determining spell slots


The artificer returns with two new subclasses: the Archivist and the Battle Smith! We've also revised the spell list and added new infusions. (Any other revisions will come after the upcoming survey.)

Download the PDF here:

— Jeremy Crawford (@JeremyECrawford) May 14, 2019

One small querey the table for artificer has not changed but the wording of the infusion ability says only 2 are known where it used to be 3. When we gain the ability do we gain 2 or 3 infusions. I imagine 2 with the change but thought should get clarification to prevent argumentYou choose 3. The PDF will be updated soon.

— Jeremy Crawford (@JeremyECrawford) May 14, 2019


Unearthed Arcana: The Artificer Returns Breakdown

Welcome back, Unearthed Arcana, we’ve missed you! Now, we’ve known for a few months that UA was going to bring more artificer content when it came back, and that it might be a few months because they’re moving away from steady, or even scheduled, UAs. This time out, we get two new subclasses, three new infusions, and some other minor changes.

Artificer | Artificer Revised | Artificer Returns



Readers who know me personally are in no way surprised that I sat up and took notice at this subclass name. Its concept is incredibly weird, though – it’s niche-of-a-niche concept for Eberron or Ravnica, while I’d be hard-pressed to say that it has any place at all for other official settings. This is an artificial-intelligence builder, which… is quite a leap from the concept the name implies. You’re actually making things more like Bob the skull from the Dresden Files.

  • Every artificer subclass starts with Tools of the Trade, and in this case that’s calligraphy and forgery tools; you also get a set of these tools for free. You craft magic scrolls in 25% of the time, at 50% of the cost.
  • The Archivist spells emphasize thought manipulation and information gathering, especially communication.
  • Artificial Mind is your centerpiece feature, and it does enough that this one feature is almost a full page of text. The material you use as the base for the item determines which skill proficiencies you gain from it. Two extra proficiencies doesn’t hurt, but making them changeable every long rest across a broad list is incredible.
    • You can manifest the artificial mind. It is a light source, a scouting sensor, and the origin point for spells you cast a few times per day (equal to your Int modifier).
    • You gain Information Overload, a new at-will cantrip-like effect that DDoSes your target, dealing psychic damage and granting advantage to the next attack roll against that creature on a failed Int save. You can further boost that damage with a spell slot, as if Divine Smiting. (In addition to the similarity to Divine Smite, I suspect that the next mystic/psion will have something similar – cantrips that you can inflate with spell slots.)
    • Huh, it would be creepy-cool (and possibly overpowered?) if you tattooed yourself with the glyphs that make the magic item, and thus just gained a spectral extension of your own mind.
  • Mind Network at 6th level sets up your interplanar(!) telepathic text messaging (as long as they have one of your infused items) and adds your Int modifier to damage with artificer spells and Information Overload.
  • Pure Information at 14th level adds a potential stun to your Information Overload, when you spend a spell slot to boost it; your spectral mind can also beam you up once a day, and you can spend spell slots of 2nd level or higher to teleport to it again.
    • I am alarmed by significant proliferation of stun effects, because the monk’s Stunning Strike is a problem in so many groups that I hear about.
    • It took me a few times reading it to get that you have to have your magic item on you to use the teleport, and you go to where the spectral mind is. Otherwise you could just send yourself through the mail, and that sounded amazing. It can still do a lot, but over a much shorter range (since the spectral mind can’t go more than 300 feet from the magic item).

I like the little bit of an Eberron story here, but I’m surprised that it sticks with “artificer = Cannith” rather than “calligraphy/forgery = Sivis.” I choose to believe that at least one of the people responsible for this is listening to The Magnus Archives, and that this whole subclass is a love letter to that Archivist. The subclass has a clearer and more readily manageable playstyle than the Alchemist or Artillerist. I like that there is a calligraphy artificer, but going from that idea to cutting-edge Library Sciences researcher seems like quite a leap.


Battle Smith

The Alchemist and Artillerist both offer pet-class artificers (too many A-words, guys – they get harder to call up when writing all of them repeatedly), but the Battle Smith is our first melee pet class. It’s just a story of a girl and her huge metal dog, so I’m positively inclined toward it.

  • Tools of the Trade grants leatherworking and smith’s tools, and cuts down the time and cost of making magic armor.
  • The Battle Smith spells set them up as smiting paladins, which… fits with the melee thing, but it’s strange to see a list borrow this heavily from paladins.
  • Battle Ready grants proficiency in martial weapons, and your attacks with a magic weapon can Int as the attack stat. That’s a big fixer for multiple attribute dependency, to be sure.
  • Iron Defender grants you a four-legged robo-friend. Without you spending any of your turn, it can move, Dodge, and use its reaction to attack or to defend another creature. You spend your bonus action to make it attack, or to heal itself or an adjacent creature.
    • Beast Master rangers and Pact of the Chain warlocks look on in helpless envy. Edit: Alert Reader @GarrettKP has correctly pointed out that the November 2018 errata gave Beast Master companions magic damage at 7th level.
    • As you’d expect, there are a lot of fiddly parts to the iron defender, like its hit point scaling, difficulty of replacement, and difficulty of healing. I’m pretty sure it comes out looking better in most metrics than other pet-class options.
  • Arcane Jolt makes your iron defender’s bite attack magic damage (another Beast Master issue getting addressed), and gives you extra boosts per day equal to your Int modifier that you can use for +2d4 damage or 2d4 healing. An extra 10d4 healing or damage per day is nice to have, anyway.
  • Improved Arcane Jolt boosts that +2d4 damage/healing to +4d4 (so a total of 20d4 per day, probably). Also, your iron defender deals a little damage back to an attacker that it imposes disadvantage on with its Defensive Pounce. The damage is small enough to not matter a whole lot, but a lot of the artificer’s power (well, everyone but the Archivist) revolves around a lot of smallish things adding up.

Overall I like what I see here. Because you’re not highly reliant on bonus actions as an artificer, your pet gets to attack consistently without competing with you for actions. To put that another way, your pet is a reasonably reliable 1d8 + proficiency bonus damage add. Don’t try to be a two-weapon-fighting or Polearm Master-ing Battle Smith, and you should be okay. It doesn’t put a lot of burden on your spell slots.


Xanathar’s Artificer

There are a bunch of XGTE spells added to the baseline artificer spell list. I don’t have a lot to say about them here, except that I’m happy to see XGTE get integrated into the body of work more fully. I have to wonder about DDAL PH + 1 rules, but I don’t actually follow the AL (the designated hitter rule is an abomination upon the sport) so maybe that’s cleared up already. Not my circus.


New Infusions

There are three new infusions in this document.

Enhanced Wand (I am having a goddamn aneurysm trying to pick just one joke for this) improves spell attack rolls (base +1, +2 at 12th) and lets your spell attacks ignore half cover.

Repeating Shot makes a weapon +1, turns off the Loading property, and provides the ammunition. I’m super happy to see substantial support for crossbows and firearms – 4e’s crossbow-caster artificers were very popular in my corner of the gaming world, and not infrequently reskinned as shotguns or muskets. I know Eberron doesn’t do guns (unless you really, really want it to), but for non-Eberron artificers, I think not having a clear gunslinging option is an unforced error.

Repulsion Shield grants a shield a +1 AC bonus, and 1/short rest, after the wielder gets hit, they can push the attacker 15 feet away – used right, that could disrupt a devastating Multiattack sequence.


Multiclassing Tweak

There’s a blink-and-you’ll-miss-it change to the artificer multiclassing sidebar: artificer levels are half-rounded-up for determining spell slots when multiclassing. It would be one of the only cases of rounding a fraction up in all of 5e! I have to wonder if this is an experiment before extending the same to all partial-progression caster classes. If so, I’m all about it.



I like what I see in this document. The Archivist and Battle Smith are both more straightforward playstyles than their predecessor subclasses, even if the Archivist isn’t a subclass concept that anyone was beating down WotC’s door to see. (Maybe I’m wrong and there are more people saying “I need a subclass that is about Big Data” than I realize.) It does look like a lot of fun to play, all the same. The new infusions look round out the options, and the extra spells on the spell list and multiclassing tweak are fine and good.

TagsartificerD&D 5eeberroninfusionssubclassesunearthed-arcana

Brandes Stoddard

Brandes Stoddard enjoys games of many kinds: video, tabletop, board, card, and live-action games. He ran Dust to Dust, a fantasy LARP in Georgia, and works in freelance game design and writing. He blogs about games at

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The Artificer Returns

In February, we presented a revised version of a new character class: the artificer, a master of magical invention. Today we return to that class, now with even more content! Here’s what’s been added:

  • New subclasses—the Archivist and the Battle Smith
  • A revised spell list, including spells from Xanathar’s Guide to Everything
  • New infusions—Enhanced Wand, Repeating Shot, and Repulsion Shield
  • A revision to multiclassing—round up when determining spell slots

We’re considering various changes to the class, but we’d love to hear from you before we start the remodeling. With that in mind, we invite you to give this new version of the artificer a read and to try it out in play. Please let us know in the lastest survey what you think of the artificer.

This Is Playtest Content

The material in Unearthed Arcana is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your D&D campaign but not refined by final game design. They are not officially part of the game. For these reasons, material in this column is not legal in D&D Adventurers League events.


The Artificer Returns


Critical Role: Call of the Netherdeep
Ranking the Artificer Infusions in Dungeons and Dragons 5e

Playtest Material

The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game development and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events.

If we decide to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book.

Masters of unlocking magic in everyday objects, artificers are supreme inventors. They see magic as a complex system waiting to be decoded and controlled. Artificers use tools to channel arcane power, crafting temporary and permanent magical objects. To cast a spell, an artificer could use alchemist’s supplies to create a potent elixir, calligrapher’s supplies to inscribe a sigil of power on an ally’s armor, or tinker’s tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents.

Here’s what’s been added to the artificer class in the latest revision:

New Subclasses

The Archivist and Battle Smith subclasses add to the existing Artillerist and Alchemist options. Archivists are the masters of storing knowledge, operating on the cutting edge of arcane science as they create artificial intelligences fueled by magic. Meanwhile, Battle Smiths act as a combination of protector and medic, using their expertise in repairing both materials and personnel to defend others. Battle Smiths are usually accompanied by an iron defender, a protective companion of their own creation.

Revised Spell List

The artificer spell list has been expanded to include options from Xanathar’s Guide to Everything. Artificers can now cast cantrips such as create bonfire, frostbite, and magic stone, first level spells such as absorb elementscatapult, and snare, all the way up to fifth level spells such as skill empowerment and transmute rock.

Other changes to the class include new infusions (Enhanced WandRepeating Shot, and Repulsion Shield), as well as changes to multiclassing rules that see players round up when determining spell slots.

You can access the new information on artificers by downloading the PDF.

Download the PDF now


To see the full treasure trove of Unearthed Arcana articles, covering new classes and feats, conversions of rules from previous editions, and much more, visit the archive.
Have a request for Unearthed Arcana? Follow @mikemearls on Twitter and let him know.



Artificer returns the

You can’t keep a good Artificer down, especially when there’s Arcana being Unearthed. That’s right, this very day we’ve got a new version of Eberron’s magical mechanical manufacturer for 5th Edition Dungeons and Dragons to check out, including a pair of completely new builds for the class! So prepare your infusions, craft your gear, and get ready to see what new frontiers of magic-as-science are being explored!

 Here’s one thing right off the bat: very little has changed in regards to the material that was present in the last version. Core class features remain the same, and the Alchemist and Artillerist builds have not been altered, so you can check out the last article for all of those. Not going to lie, that’s a bit disappointing given the amount of time that’s passed, but I’d wager they want to do everything in batches. Now that we’ve got two more builds, they should be taking all four and the core class all together and starting to revise where necessary. Unless there are even more builds, but I’ll guess we’ll see.

What has changed is the following, and they list them right on the page of the article:

  • They’ve tinkered with the spell list, including adding spells from Xanathar’s Guide to Everything.
  • There are three new Infusions.
  • You now round up when determining spell slots for the purposes of muticlassing.

I approve of the first and the third! XGtE spells are great (absorb elements saved my wizard’s life more than once in Aaron’s campaign), and at a glance the ones they’ve ported in fit into the artificer’s kit quite well. I’m not a mutliclasser by trade, but actually getting a spell slot for multiclassing into artificer seems like a good idea. As for the second, as there are only three of them I think we can take a closer look.

Enhanced Wand grants a +1 bonus to attack rolls (+12 at Level 12) when using said wand, and lets the user ignore half cover. Fits right in with the other ‘Enhanced’ infusions, solid addition. Repeating Shot gives a +1 attack roll bonus to any simple or martial weapon with the ammunition property, while also ignoring the loading property if it had it and no longer needing ammo, producing it as you use it. Automatic, auto-loading crossbow, an excellent choice.  Repulsion Shield gives a +1 AC bonus to the wielder of said shield, while also providing a once-per-rest reaction that can push a melee attacker 15′.  Simple, but effective. Your paladin will thank you.

Now, let’s get into the real meat of the Artificer Mk. IV: the new builds.


Aha, something entirely new, not just in mechanics but in concept! The lack of subtlety in naming artificer builds continues, as the Archivist is all about the gathering of knowledge. There’s that little saying about power, of course, and in this case the Archivist has turned it into a weapon.

Level 3 continues to grant Tools of the Trade. The Archivist’s version grants proficiency with calligrapher’s tools and the forgery kit, and creates one of each for you if you didn’t already have them. Second, it boosts your crafting, specifically of scrolls: creating them takes a quarter of the time and half as much gold.

Second, you also gain Archivist Spells: a pair of always-prepared and known-despite-not-being-on-the-Artificer-list spells at 3rd, 5th, 9th, 13th, and 17th levels. These are all about information or other expressions of mental power, either gathering it or using it. Comprehend languages and detect thoughts are examples of the utility spells at your beck and call, but then you’ve got phantasmal killer and modify memory.

You get your own version of a companion cube with the last bit of the Level 3 package thanks to Artificial Mind, The Archivist writes mystical symbols using their calligrapher’s tools on a Tiny, non-magical object to awaken a mind within it, which manifests in three ways. First, for as long as they’ve got the item on their person the Archivist gains proficiency in two out of four skills, depending on the type of material they used. A stone item, for instance, lets the Archivist choose from Deception, Intimidation, Persuasion, and Performance. Second, the mind can manifest as a spectral figure that the Archivist can spend an action to use as the source of their senses for as long as Concentration can be held, and any time the Archivist casts an artificer spell it can originate from the mind’s location.

Capable of hovering and passing through creatures [but not objects, thank you reader ‘drikararz’] the mind is effectively invulnerable. Finally, the Archivist can attempt an Information Overload on a creature within 5′ of the manifested mind; on failing an Intelligence saving throw the target takes 1d8 psychic damage and the next attack roll against it has advantage. That damages increases +1d8 at 5th, 11th, and 17th level, and when you successfully deal damage with it you can expend a spells slot for even more d8s, +2d8 for a first level spell slot and +1 for each higher level.

At Level 6 the Archivist has developed their informational artifice enough to create a Mind Network. First, the Archivist can communicate telepathically with anyone who is in possession of one of their artificer infusions, and vice versa. This communication is explicitly noted to be able to cross planar boundaries. Second, the Archivist can now add their Intelligence modifier to psychic damage rolls, including Information Overload.

The build’s cap at Level 14 is Pure Information. First, when you expend a spell slot on Information Overload, the target has to make an Intelligence saving throw or be Stunned until the end of the Archivist’s next turn. Second, they can use Infoportation – as an action while the Archivist has their Artificial Mind on their person they can turn themselves into pure information and teleport to their manifested spectral mind or one of their infusions. This is usually once per long rest, although the Archivist can expend a 2nd Level or higher spell slot to use it again.

The Archivist seems pretty potent! More skills, remote viewing and spellcasting, teleportation (which, now that I think of it, doesn’t seem to have a range limit), a very unique list of always-prepared spells, and telepathic links between party members no matter the distance would be a good kit to bring along in any case. But Information Overload is a doozy. First, it improves quite a bit, the lack of which is one of the problems I have with the Alchemist and Artillerist ‘companions’. Second, it’s basically a better-than-average combat cantrip, freeing up a cantrip slot for another utility one. Then it tops off at 10d8 psychic damage (not a commonly resisted damage type either) that grants advantage on an attack and potentially stuns the target. Coming from a remote platform that could be up to 300′ feet away from the Archivist, can hover, and can’t be destroyed unless you get to said Archivist.

Might actually be too good. Maybe they should reconsider the invulnerable part a bit.

Thematically the Archivist feels kind of weird. If you put in the time to reword all the abilities, you’d have a pretty solid Mystic or Psion concept on your hands. But artificers study magic, so why wouldn’t some of them study mind magic and information itself? The article also has a sidebar that does a nice job of tying into the Eberron setting, pointing out that there are rumors that warforged sentience, presented to the world at large as a happy accident, might have actually been the work of an Archivist Cannith.

Battle Smith

This is the combat medic artificer build, the tinkerer who charges into battle alongside their companions, keeps their defensive gear in top top shape, and heals their wounds while also weaponizing magic.

The Battle Smith’s Level 3 Tools of the Trade grants proficiency with leatherworker’s tools and the smith’s tools, and creates one of each for you if you didn’t already have them. Second, it boosts your crafting, specifically of armor: creating them takes a quarter of the time and half as much gold.

Second, you also gain Battle Smith Spells: a pair of always-prepared and known-despite-not-being-on-the-Artificer-list spells at 3rd, 5th, 9th, 13th, and 17th levels. These are an even split between hurting your enemies, consisting of a wide variety of the smite class of spells, and helping your allies with spells ranging from heroism to mass cure wounds.

The Battle Smith Level 3 package is a little heftier than its counterparts’; they also get Battle Ready, which grants proficiency with martial weapons and let the Battle Smith use Intelligence for the attack and damage roll bonuses instead of Strength/Dexterity when attacking with a magical weapon.

Finally, the Battle Smith’s Level 3 artifice friend is the Iron Defender. In combat the Defender shares the Battle Smith’s initiative slot but takes its turn immediately after the Smith’s. It can move and use a Reaction by itself, but the only Action it takes on its turn is Dodge unless the Smith spent a bonus action. It’s decently tough, can be healed with mend or revived with smith’s tools, can’t be surprised, has a bite attack, has a 3/day Repair action that can heal itself or another construct, and improves over time relative to your level/proficiency bonus. Its Reaction, though, is the star: Defensive Pounce imposes disadvantage on the attack roll of one creature within 5′ of it, so long as the attack roll is not targeting the defender in the first place.

At Level 6 the Battle Smith turns things up a bit with an Arcane Jolt. This makes the Iron Defender’s bite attack count as a magical weapon, and when the Smith or their Defender attack with a  magical weapon they can now channel magic to do one of two things: inflict an extra 2d4 force damage, or restore 2d4 hit points to a creature or object within 30′ of the attack’s target. This can be done once a turn, and a total number of times per long rest equal to the Smith’s Intelligence modifier.

The Battle Smith spends Level 14 souping up the Iron Defender and Arcane Jolt with Improved Defender. The extra force damage and healing from Arcane Jolt both increase to 4d4. Additionally, when the Iron Defender uses Defensive Pounce the attacker it’s imposing disadvantage on takes 1d4 + Intelligence modifier force damage.

The Battle Smith isn’t particularly flashy outside of its spell list, which can provide some dramatic moments. Its simplicity doesn’t strike me as a bad thing, though. Splicing in a little 4e Defender role with Defensive Pounce, along with some free healing and extra damage, is universal useful. The Smith is also less multiple attribute dependent thanks to Battle Ready, and likely hits more accurately and harder with their weapons as a result. This is the in-the-mud artificer that fought on the front lines of Eberron’s, and it shows. If I had to suggest any improvements, I think it’d settle on just a smidge more healing capability, whether in the spell list or via the Defender.

Well, last time I was hoping for more builds for the artificer, and I got them. Overall I’d say the Battle Smith and Archivist are pretty solid additions, and they look fun to play. Still, it should be high time the artificer starts getting revised and moving towards a final product, so hopefully this return to the class kickstarts that process. What do you think? Which build is your favorite? What needs to be tweaked? Is the artificer missing anything, or is it time to start polishing? Let us know your initial thoughts, then get out there and start stress-testing it!

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Artificer Returns! Best Battle Smith Build (Outdated!!)

The more Artificer the better.

The latest Unearthed Arcana installment is an update on the Artificer. I like this because it could mean we may be seeing more Eberron soon-ish.

So, what’s new this time? Before I answer this question, I’m going to answer another.

What has changed?

A quick answer is not much. You can check out the previous analysis here, as it covers content that hasn’t changed in this installment.

Spell List. The Artificer spell list has been enriched with spells from Xanathar’s Guide to Everything. That was a good call. Moreover, Faerie Fire was added and Shield of Faith was removed. Does it have to do with the fact that it’s a divine spell? More on that later.

Multiclassing. One word has changed. Seriously. But it’s important because it’s rare to see this in 5e. The artificer adds half their levels rounded UP when it comes to determining spell slots. Could this be a test for further errata? We’ll see.

Alchemist. No changes. I don’t believe there was a need for major changes anyway.

Artilerist. No changes, unfortunately. I would like to see some changes to how the turrets work.

What’s new?

This part will take more time.


The power of Big Data comes to D&D. The description of the Archivist reminded me a bit of the mentants of the Dune series.

Tools of the Trade. It grants proficiency with the calligrapher’s supplies and the forgery kit, while also providing them. Moreover, crafting scrolls costs you one quarter of the time and half the gold. I find the proficiencies quite in flavor. Also, the scroll crafting part sounds interesting. Maybe scroll crafting could become more viable.

Archivist Spells. The idea is the same. The Artificer spell list is boosted with extra spells and they also don’t count towards your spells prepared. The spells themselves are good and in flavor.

Artificial Mind. This is the main feature of the subclass. At the end of a long rest you can ” magically rouse a keen mind” in a tiny item. It’s considered magical and grants you a lot of cool options:

  • Telepathic Advisor. Depending on the material the item is made of (you can choose among three options; animal, mineral, plant), you get a list of 5 skill and you can choose to gain proficiency in two of them. The skills don’t feel evenly distributed. For example, 4 out of 5 the skills plant lets you pick from are already available from the Artificer’s initial proficiency list. The mineral skills are all related with social interaction. This could be helpful when you know a session will be social interaction heavy. This could be covered by another party member but it’s nice to be able to contribute as well.
  • Manifest Mind. As a bonus action you get something similar to a familiar that is intangible and invulnerable. It can travel up to 300 feet away from you and, as an action, you can see and hear from it. It has darkvision but it also sheds dim light, making its reconnaissance abilities questionable. Finally, you can use this familiar as the source of your spells. This, if used strategically, can lead to fun stuff. For example, you can extend the range of your spell, based on the location of the familiar. You can use this ability a number of times equal to your Intelligence modifier.
  • Information Overload. This is like an overloaded cantrip. It imposes an Intelligence saving throw and deals psychic damage. Both the saving throw and the damage type are rare so that’s a bonus. Moreover, if the target fails the saving throw the next attack against it, before the end of your next turn, has advantage. But wait, there’s more. The damage of the cantrip scales with level and you can boost it with spell slots, Paladin Divine Smite style. I like this a lot, both mechanic and flavor wise.

Mind Network. This feature gives a utility option and boosts your damage a bit.

  • Magical Telephony. You become a mobile command center. You can communicate telepathically with anyone carrying one of your infusions. This also works across planes, which is awesome. It would be more fun if the people carrying infusions could also communicate with each other.
  • Psychic Damage. You can add you Intelligence modifier to the psychic damage rolls of your Artificer spells and Information Overload. That’s a nice boost. The Archivist’s spell list has a few spells that deal psychic damage and, of course, Information Overload is pretty much your main weapon.

Pure Information. This is where things go from fun to insane.

  • Mind Overload. This is another upgrade to Information Overload. Whenever you use a spell slot to boost its damage, the target must make an additional Intelligence saving throw or become stunned until the end of your next turn. That’s a pretty cheap stun you can use all the time.
  • Infoportation. This is one of the strongest teleportation granting features we’ve seen so far, in my opinion. You can use your action to teleport either next to the spectral mind OR an item bearing one of your infusions. So, if I’m reading this correctly, if you use the Many-Handed Pouch infusion and send it to your friends all over the world, you end up with a really handy traveling ability. The first use of the feature each day is free and after that it requires a 2nd level spell slot. My only question is whether you can use this to hop planes.

Overall, I consider the Archivist quite powerful. The psychic damage isn’t easy to counter and Inforpotation looks pretty good to me. The rest of the utility options are good as well, especially the scroll making bonuses which I hope will make crafting a bit more fun. I would like to see more clarity on how this mind works lore wise. Is it sentient and, if yes, how sentient is it?

Battle Smith

The Battle Smith feels like a Ranger deciding to become a combat medic.

Tools of the Trade. It grants proficiency with the leatherworker’s tools and smith’s tools, while also providing them. Moreover, crafting magic armor costs you one quarter of the time and half the gold. The tool proficiencies make sense, especially when you take the second part of the feature into consideration.

Battle Smith Spells. The spell list is a smite galore. I have no problem with it but I want to note something connected with the changes in the general spell list. Shield of Faith would be a good spell for the Battle Smith because they are called a protector in their description. Since they already get a ton of Paladin spells that wouldn’t be an issue. My guess is they maybe forgot they removed the spell from the general spell list.

Battle Ready. This one makes the Battle Smith a viable melee subclass for the Artificer. Especially the second part that allows you to swap the modifier you add to your weapon attacks with Intelligence is pretty liberating. Just remember this works only with magical weapons but I highly doubt that’s a problem for the Artificer.

Iron Defender. And here’s the key feature of the subclass. You gain a four-legged iron companion. It resembles the Homunculus on how it works, but it’s tankier and has less options. It acts right after you and it has two modes of operation. On its own, it can move, use the Dodge action and use its reaction. If you spend a bonus action, it can use any of it actions found in its stat block, as well as the Dash, Disengage, or Help action. Seems fair. Also, the Defensive Pounce can be used each round and looks good.

Arcane Jolt. This is an upgrade to your iron friend. It makes its bite attack magical. Also, when it hits with a magical attack you can choose whether it will deal an extra 2d4 damage or heal a nearby ally for 2d4 hit points. You can use this option a number of times equal to your Intelligence modifier. That’s not bad at all. The D&D team has learned from the Ranger and they are implementing similar ideas here. Also the extra damage/heal is always good.

Improved Defender. Another upgrade for the Iron Defender. This time, the extra damage or healing are upgraded to 4d4 and the Defensive Pounce gets to deal damage equal to 1d4 + INT. While it isn’t bad, this feels like a filler feature. For example, the damage of Arcane Jolt could simply scale with the level.

Overall, the Battle Smith feels like a Ranger a bit. This isn’t a complaint because they work differently. Out of the two new subclasses, however, I believe this is the one that needs a bit more work.


There are a few new infusions so we should take a look at them as well.

Enhanced Wand. This was missing, since other weapons got an infusion. This one gives a boost to spell attack rolls. It also lets you ignore half cover with your spell attacks. Nothing you wouldn’t expect, but welcome nonetheless.

Repeating Shot. A nice upgrade for people who like ammunition weapons, such as crossbows. Apart from the +1 to attack and damage rolls, it makes you ignore the loading property and gives you infinite ammunition. Not bad at all, though I doubt a lot of people actively track ammunition.

Repulsion Shield. This is a fun one. Apart from the +1 to the AC, it lets you push (aka boop) an enemy 15 feet away. However, this can be used only once per short or long rest. I could argue that giving a number of uses per long rest equal to the Artificer’s Intelligence modifier wouldn’t be that game breaking.

And that’s all. I like the additions to the Artificer, but I would have liked to see some tweaks in the existing subclasses. I believe we’re one installment away before its final version, which could be in September.

What do you think? Do you like the new subclasses? Which one do you think is closer to its final version?

You can read the full article here and download the PDF here.

P.S. 1: I’m a bit late but I’ve been so busy with university stuff. The exam season is 2 weeks away and that means even more work and stress for me. Unfortunately, I couldn’t find the time to make a video to accompany the written analysis. Hopefully next time. Sorry for that.

P.S. 2: I want to thank my friend and patron Anastasios for asking to take part in the writing of the analysis. That was fun and having a second brain was very helpful. And I should mention my Patreon here if you want to support me.

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