
The Artificer’s Arsenal: Forging the Best Weapon Choice
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The best weapon for an artificer isn’t a simple answer, as it depends heavily on your subclass, playstyle, and infusions. However, a strong contender for the title is a hand crossbow in conjunction with the Repeating Shot infusion and a shield. This combination provides reliable ranged damage, frees up your bonus action, and grants excellent survivability.
Understanding the Artificer’s Weapon Needs
Artificers are unique in D&D 5e. They blend magic and technology, enhancing their abilities through infusions, gadgets, and a deep understanding of magical principles. Choosing the right weapon isn’t just about raw damage; it’s about synergy with your class features, utility, and how well it complements your chosen subclass.
Why Not Just Use Cantrips?
While artificers have access to damaging cantrips like fire bolt and shocking grasp, relying solely on them limits your options. A well-chosen weapon, especially when infused, can often surpass cantrip damage output, particularly at lower levels. More importantly, certain subclasses, like the Battlesmith, depend heavily on weapon attacks.
Subclass Synergies: Tailoring Your Arsenal
Your artificer subclass drastically influences your ideal weapon choice.
- Battlesmith: This subclass thrives in melee combat. A one-handed weapon (like a rapier or longsword) paired with a shield is a great choice. The Battle Ready feature allows you to use Intelligence for attack and damage rolls with magic weapons, and your Steel Defender will be your frontline companion.
- Armorer: The Armorer subclass gains access to magical armor with built-in weapons. You won’t rely on traditional weapons. Instead, focus on enhancing your armor’s Arcane Armor abilities with infusions and tactical positioning.
- Artillerist: The Artillerist excels at ranged combat, using their Eldritch Cannon to deal damage. A hand crossbow with the Repeating Shot infusion allows you to contribute consistent damage alongside your cannon, freeing your actions for spells and tactical maneuvers.
- Alchemist: The Alchemist subclass focuses on support and debuffing enemies with experimental elixirs. A sling might be a surprisingly good choice, especially with the Returning Weapon infusion and sling bullets. This keeps your hands free for administering potions and elixirs, which is often more important than dealing direct damage.
Infusion Considerations: The Artificer’s Secret Weapon
Infusions are core to the artificer’s identity. They transform ordinary items into magical powerhouses, significantly impacting weapon effectiveness.
- Repeating Shot: This infusion is a game-changer for ranged artificers. It eliminates the need to reload ammunition, vastly increasing your damage output. It pairs excellently with hand crossbows, light crossbows, and even heavy crossbows if you have the proficiency.
- Returning Weapon: This infusion allows you to throw weapons and have them return to your hand immediately after the attack. It’s excellent for Alchemists using slings, or for any artificer who wants a reliable ranged option without needing to constantly retrieve their ammunition.
- Enhanced Weapon: A simple but effective infusion that grants a +1 bonus to attack and damage rolls. This is a solid choice for any weapon you plan to use regularly.
- Enhanced Defense: This infusion adds +1 to your armor class. While not directly weapon-related, increased survivability is always beneficial, especially for melee-focused Battlesmiths.
Beyond the Basics: Uncommon Weapon Choices
Don’t be afraid to experiment with less conventional weapons!
- Whip: With the right infusions (e.g., Returning Weapon, Enhanced Weapon) and feats (e.g., Weapon Master for proficiency), a whip can be an interesting option for controlling the battlefield and dealing consistent damage while maintaining reach.
- Firearm (if allowed by your DM): Firearms can be powerful weapons for artificers, especially the Artillerist. However, firearms are not always included in D&D settings. If your DM allows them, they can become excellent tools for your character, especially when combined with infusions.
The Importance of a Shield
Regardless of your weapon choice, a shield is often a valuable asset for artificers. It increases your Armor Class, making you more difficult to hit, which is crucial for maintaining concentration on spells and surviving in combat. For Battlesmiths and other front-line artificers, a shield is almost essential.
Final Considerations
Ultimately, the best weapon for your artificer is the one that best fits your character concept and playstyle. Consider the following factors:
- Your Subclass: How does your subclass influence your combat style?
- Your Party Composition: What role do you need to fill in the party? Are you a damage dealer, a support character, or a tank?
- Your Campaign Setting: Are firearms allowed? Are there any unique weapons available in your campaign?
- Your Personal Preferences: Do you prefer ranged or melee combat? Do you enjoy tinkering with different infusions and gadgets?
By carefully considering these factors, you can forge the perfect weapon for your artificer and become a true master of magic and technology. If you want to learn more about game design and how these choices influence player experience, visit the Games Learning Society at https://www.gameslearningsociety.org/.
Frequently Asked Questions (FAQs) About Artificer Weapons
1. Can artificers make +1 weapons?
Artificers can’t directly create +1 weapons using a class feature at early levels. They achieve this through infusions like Enhanced Weapon, which grants a +1 bonus to attack and damage rolls. A later level Artificer with the Replicate Magic Item infusion can create an actual +1 weapon.
2. Can artificers have guns?
Whether artificers can use guns depends on your DM and the campaign setting. If firearms are allowed, the artificer can use them effectively, particularly the Artillerist, who can use a firearm as a spellcasting focus. The firearm also counts as magical for overcoming resistance to nonmagical attacks.
3. Can artificers make ammo?
Yes, to some extent. The Repeating Shot infusion creates ammunition automatically when you make a ranged attack. If you load no ammunition in the weapon, it produces its own.
4. Can artificers invent things?
Yes! The core concept of the artificer is their ability to invent and create. This is reflected in their infusions, their ability to craft magical items, and their overall resourcefulness. Several subclasses allow you to customize your party role even more.
5. Can artificers get fireball?
The Artillerist artificer can learn fireball at 9th level. This makes them a potent damage dealer in combat.
6. Can artificers get magic missile?
Artificers can create wands of magic missile, but it requires successful Use Magic Device checks.
7. What race pairs well with artificer?
Gnomes are a classic choice due to their intelligence and natural inclination towards invention. Warforged also fit thematically, while Mark of Making Humans gain added crafting benefits.
8. Can artificers make golems?
The Golemsmith, an Artificer subclass, is dedicated to creating a golem companion, which becomes a true work of artifice.
9. What is the best dwarf for Artificer?
Hill Dwarves are a solid choice for front-line artificers because the additional hit points bring you more in line with martial classes.
10. Can an Artificer fly?
The Alchemist subclass can create an Experimental Elixir that grants temporary flight. Also, there are infusions to create items to give temporary flight.
11. How many cannons can an Artificer have?
An Artillerist artificer can only have one Eldritch Cannon at a time.
12. Can artificers heal?
Artificers have access to some healing spells like cure wounds, healing word, and revivify, making them capable healers, though not as specialized as clerics or paladins.
13. What do artificers rely on?
Intelligence is the most important ability score for artificers, as it governs their spellcasting and many of their class features.
14. Can an artificer use a wand?
Yes, artificers can use wands as spellcasting foci. In fact, a wand can also have an infusion to improve its efficacy.
15. Can artificers make explosives?
The Alchemist subclass is capable of making explosives and chemical weapons. However, if the Dungeon Master allows it, any subclass can create explosive devices.