What Items Can Artificers Craft? A Comprehensive Guide
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Artificers in D&D 5e are masters of invention, blending arcane power with practical skills to create a wide array of magical and mundane items. They stand apart from other classes in their ability to craft items, not merely as a background detail, but as a core class feature. The sheer variety of creations an artificer can produce is impressive and, at times, confusing. So, what items can artificers craft? The answer is multifaceted, encompassing infused items, replicated magic items, mundane gear, and even potent constructs. In essence, artificers can create:
- Infused Items: These are items, both mundane and magical, temporarily imbued with magical enhancements, using the artificer’s Infusions feature.
- Replicated Magic Items: Artificers can duplicate specific magic items from a predefined list, starting with common and uncommon magic items.
- Mundane Gear: Through their skills, they can craft weapons, armor, tools, and other everyday items.
- Constructs: They can create constructs like homunculi and arcane turrets.
- Consumables: They can create temporary magical explosives and even elixirs that grant temporary flight.
- Tattoos: An Artificer can create both magical and mundane tattoos.
This ability to create various items stems from their unique combination of proficiency with tools, arcane knowledge, and the ability to use their infusions. Let’s delve deeper into the specifics of what an artificer can conjure, providing a solid foundation for understanding this unique class.
Artificer Crafting: A Deeper Look
The core crafting ability of the Artificer comes from two main features: Artificer Infusions and their inherent crafting proficiency. Artificers don’t adhere strictly to the standard rules for magic item crafting present in the Dungeon Master’s Guide, effectively disregarding the Magic Item Creation System in D&D 5e. This deviation grants them a unique advantage and flexibility that other classes lack.
Infusions: The Artificer’s Bread and Butter
The Artificer Infusions feature, gained at 2nd level, allows them to imbue items with temporary magical properties. An artificer can select from a list of available infusions, applying them to various items. These infusions can enhance a weapon with a +1 bonus, improve a suit of armor, replicate magic items (like bags of holding), or create magical tools. Importantly, each infusion can only be in one object at a time, and no object can bear more than one infusion simultaneously. The number of infusions an artificer can maintain increases with level, adding to their adaptability.
Replicated Magic Items: Duplicating the Uncommon and the Common
Artificers can also replicate specific magic items. At 2nd level, they can choose from a list of 2nd level replicable items and any common magic item (excluding potions and scrolls). As they gain levels, specifically at 10th level with the Magic Item Adept feature, they gain the ability to craft any uncommon magic item on the list, significantly expanding their arsenal. This allows an artificer to create a Bag of Holding, a Helm of Comprehending Languages, or even Goggles of Night, among other useful items. These are not temporary like infusions but are permanent unless the replicated item is destroyed.
Mundane Crafting: The Foundation of Invention
Beyond magical enhancements, artificers are also skilled in crafting mundane items. They have proficiency with various tools, such as alchemist’s supplies, calligrapher’s supplies, smith’s tools, and tinker’s tools. This allows them to create items like pistols, alchemical elixirs, ammunition, and armor. It also means they can construct and repair complex machinery, further showcasing their versatility. The ability to craft and utilize mundane tools is crucial to the foundation of an artificer’s prowess.
Constructs: The Animated Creations
Artificers can also delve into the art of creating constructs. By 4th level they can create a homunculus, a small, artificial creature that can serve as a companion and helper. Furthermore, specific artificer subclasses gain unique construct abilities, such as the Artillerist’s arcane turrets. These turrets can be designed for offense as a flamethrower or a force ballista, or for defense as the defender. The ability to construct allies further enhances an artificer’s strategic depth. They can also strive to create a full golem as a life ambition.
Explosives and Consumables: Temporary Power
Artificers can also craft temporary consumables, notably, explosives. Beginning at 3rd level, they can create a set of landmines, grenades, or sticks of dynamite. Moreover, specific subclasses, like the alchemist, can concoct various experimental elixirs, some even allowing the artificer to fly temporarily. These consumable creations grant additional tactical flexibility in a pinch.
Tattoos: The Art of Imbuing Flesh
Artificers have the unique ability to create tattoos, both mundane and magical. These can be used to mark and empower their allies. The number of tattoos they can create depends on their Intelligence Modifier and Proficiency Bonus, increasing at higher levels. The ability to create both simple markings and spellwrought tattoos further demonstrates the breadth of an artificer’s crafting options.
Frequently Asked Questions (FAQs) About Artificer Crafting
Here are some frequently asked questions to further clarify the intricate details of what artificers can craft:
1. Can artificers create items faster than other classes?
Yes, artificers can craft magic items two levels earlier than other classes. For example, an artificer can make a Scroll of Fireball at 4th level, while a wizard must wait until 6th. This early access makes artificers potent crafters from a relatively low level.
2. Can artificers create magic weapons?
Yes, artificers can infuse weapons, granting them a +1 bonus to attack and damage rolls at lower levels and +2 at 10th level. This is done through the Enhance Weapon infusion. They can also replicate magic weapons with special properties once they reach a high enough level to do so.
3. Can an artificer combine an infusion with an existing magic weapon?
This is a debated topic among the D&D community. A common interpretation is that while you can infuse a magic weapon, the enhancement is separate from any existing magical bonus. For example, a +3 magic weapon infused with the +1 Enhance Weapon infusion will still only have a +3 magic bonus with an added +1 infusion enhancement. A DM would have to rule that a +4 or +5 attack bonus can be made possible.
4. Can an artificer create ammunition?
Yes, artificers can craft ammunition, and some magic weapons, once infused, can even produce their own ammunition, negating the need to find more. If a weapon produces its own ammunition it disappears after hitting or missing.
5. Can artificers create spyglasses?
Yes, an artificer can create a Spyglass of Clairvoyance, making them valuable assets for reconnaissance and exploration. The ease at which they can create this item is not matched by any other class.
6. Can artificers create bags of holding?
Absolutely! An artificer can replicate a Bag of Holding from 2nd level onwards, a highly valuable utility item. In fact, the Replicate Magic Item infusion can be learned multiple times, meaning an artificer can create several Bags of Holding for their team, or for a more chaotic approach, make them into single-use bombs.
7. Can artificers make turrets?
Yes, artificers, specifically those of the Artillerist subclass, can create arcane turrets, capable of delivering ranged attacks or providing area-of-effect damage. These turrets function as ranged companions controlled by the artificer.
8. Can artificers make magical armor?
Yes, by 3rd level, artificers can turn a suit of armor into Arcane Armor. This armor can be infused with specific magic properties, such as the Enhanced Defense infusion, at level 9. With level 15 armor being permanently magically enhanced, both the Guardian and Infiltrator subclass prove that their Arcane Armor is imbued with magic.
9. Can an artificer create a wand of magic missile?
Yes, however, it is not as simple as crafting a magic weapon. An artificer can create a wand, but has to succeed on a Use Magic Device check with a DC of 20 plus the caster level, to emulate the spell required. Thus, a level 1 Wand of Magic Missile will require an DC 21 check to create.
10. Can artificers make magic tattoos?
Yes, artificers can replicate spellwrought tattoos that contain any cantrip or 1st-level spell. These tattoos can be granted to other players to broaden the number of spells available.
11. Can artificers make a pistol?
Yes, an artificer can create or acquire a pistol, becoming proficient in its use. This is a core thematic aspect of the class, enhancing their role as inventors and makers of advanced weaponry. This ability is normally gained by the Artillerist at 5th level.
12. Can an artificer fly?
Yes, but only temporarily. The Alchemist subclass can create an experimental elixir that grants flight, demonstrating the flexibility of an artificer’s consumables.
13. Can an artificer make an immovable rod?
Yes, while an immovable rod isn’t on the list of readily available replicated magic items, an artificer can eventually craft one using the rules for crafting magic items, especially given the Magic Item Adept feature gained at level 10, which makes the process much faster and cheaper than for other classes.
14. Can an artificer make explosives?
Yes, artificers can create a limited number of explosives after a long rest, including landmines, grenades, and sticks of dynamite.
15. Can an artificer infuse a magic item?
Yes, artificers can infuse both mundane and magic items, with the effects of an infusion added on top of existing properties. They can only have a set number of infusions active at any one time, and each item can only be enhanced with one of their infusions.
This detailed breakdown should give any player a good idea of what they can look forward to when creating an artificer. Their versatile capabilities and their capacity to push the limits of magical item creation make them a highly sought-after class for any party.