Top 10 D&D Items For Artificers in 2024 to Replicate

Top 10 D&D Items For Artificers in 2024 to Replicate

The recently updated artificer class in Dungeons & Dragons introduces significant enhancements, particularly within the phrasing of its abilities. A key change is the rebranding of the second-level ability, previously known as Infuse Item, now titled “Replicate Magic Item.”This revamped ability not only eliminates the need for a mundane item but also substantially broadens the spectrum of magic items that artificers can construct as they advance. At levels 2, 6, 10, and 14, artificers have access to a curated list of magic gear, but they also have the flexibility to select any common, uncommon, or rare item from various sourcebooks.

At level 2, artificers can craft any common item (excluding potions, scrolls, or cursed items). By level 6, they can make uncommon armors, weapons, or wands, while at level 10, they gain the ability to create uncommon rings or wondrous items. Upon reaching level 14, artificers can forge any rare armor, weapon, wand, ring, or wondrous item—provided it isn’t cursed. This expansion of choices considerably enhances their resourcefulness, making it vital for players to contemplate which items hold the greatest potential value for their artificer builds. Below is a list of ten magic items from the 2024 Dungeon Master’s Guide that align perfectly with artificers as they progress through levels.

10
The Bag Of Holding Is A Classic Option For Artificers

Carrying More Gear Than Is Otherwise Possible

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Magic Items
Bag of Holding

Among the myriad of items available to artificers at level 2 is the Bag of Holding, an uncommon wondrous item that transforms inventory management for characters. This bag functions as a miniature pocket dimension, allowing users to store substantial quantities of gear with ease. Specifically, it can accommodate up to 500 pounds within a spatial limit of 2 x 2 x 4 feet, facilitating the carrying of numerous magical items and treasures.

Remarkably, Bags of Holding have a constant weight of only 5 pounds, making them especially advantageous for artificers who may wish to transport various tools and mundane equipment. While not necessarily combat-oriented, these bags have become a staple choice for adventurers, highlighting their practicality. Additionally, the potential chaos of combining a Bag of Holding with a portable hole can open up dramatic possibilities.

9
A Wand Of The War Mage Can Build Up An Artificer’s Spellcasting Power

An Early Way To Enhance Spell Attacks

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Wands in Dungeons and Dragons

The Wand of the War Mage is a powerful yet straightforward item particularly beneficial for early-game artificers. This uncommon wand provides a +1 bonus to spell attack rolls while allowing spells to bypass half cover, enhancing an artificer’s offensive capabilities.

Available at level 2, this wand provides artificers a significant advantage even before they acquire feats like Spell Sniper, which similarly removes barriers for ranged spell attacks. This enables them to excel in ranged combat sooner than many other spellcasting classes. Additionally, at higher levels, artificers can create a +2 variant of the Wand of the War Mage, amplifying their spellcasting prowess and effectiveness in both melee and ranged engagements, including spells like shocking grasp and true strike.

8
Sending Stones Are Great For Party Communication

An Essential Item When The Party Splits Up

Similarly, sending stones have long been a go-to tool for adventurers. Artificers can create these items by level 2, enabling effective long-distance communication that might otherwise require higher-tier magic. Mimicking the effects of the sending spell, the stones facilitate the transmission of brief audio messages between users across significant distances, as long as the stones reside on the same plane.

These stones become particularly vital during situations where parties must split up, as conveying critical messages can be essential for mission success. The ability for artificers to produce these at short notice is invaluable, reinforcing their role as versatile and reliable team members.

7
The Mariner’s Armor Has Excellent Utility

Providing Extra Options In Aquatic Environments

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At level 6, artificers unlock additional options for armor and weapons, and the Mariner’s Armor stands out as a favorable choice for adventurers. While it offers standard protective capabilities, this armor excels in aquatic settings, granting wearers a swimming speed equivalent to their walking speed. Furthermore, if the wearer is reduced to zero hit points while under the water, they regain 1d4 hit points to help sustain their life.

Although this armor may not be the most suitable choice for entirely land-based campaigns, it provides exceptional mobility in watery environments, which can be a game-changer. The unique survival attribute it offers adds extra value, making it a compelling option for aquatic adventures.

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Adamantine Armor Is An Easy Choice For A Certain Subclass

Armor With A Worthwhile Enchantment

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Getting Adamantine Shield
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The Armorer subclass appeals to many players because of its defensive capabilities and unique features, which remain strong under the updated Unearthed Arcana rules. At 6th level, these artificers can forge adamantine armor, crafted from a robust metal that prevents critical hits.

While they can also create adamantine weapons, the armor’s critical defense against fatal damage is typically more advantageous for survival and team dynamics. This armor minimizes the risk associated with critical attacks, providing artificers with essential protection as they engage in combat. With the right choice of gear, they can transform into formidable tanks early in their adventures.

5
The Immovable Rod Has Tons Of Creative Potential

Bringing Items And Enemies To A Standstill

Immovable Rod
Rod of Wonder
More Immovable Rods

Once artificers reach level 10, they gain access to a host of other uncommon wondrous items, one of which is the Immovable Rod. With a simple button press, this remarkable item can affix itself in place, resisting forces up to 8,000 pounds even if suspended midair.

While it can be moved a short distance by creatures with great strength (DC 30 athletics check), its utility becomes evident in creative scenarios. Some popular tactics include positioning it in front of an oncoming vehicle, activating it within a dragon’s maw, or using it as a makeshift safety device to avert a dangerous fall. Its versatility can lead to imaginative solutions in numerous contexts.

4
The Iron Bands Of Bilarro Make For A Good Emergency Option

A Trap That Feels Especially Thematic For Artificers

At level 14, artificers unlock a range of rare magical equipment with potent abilities. Among these, the Iron Bands of Bilarro stands out as an ideal thematic tool for artificers, embodying their mechanical affinity. These bands can ensnare creatures up to huge in size, restraining them for a duration of up to 24 hours upon successful ranged attack.

Even those able to physically reach the bands can attempt to break free, but the high DC ensures that only strong creatures stand a decent chance, with each creature allowed one attempt per day. This facilitates a tactical option to neutralize foes without lethal confrontation, ideal for scenarios where the party might need to subdue a charmed ally or apprehend an enemy.

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Figurines Of Wondrous Power Can Lend Important Aid

The Ivory Goats Are Particularly Versatile

Figurines of Wondrous Power
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Wondrous Power Figurines

The figurines of wondrous power represent an exceptional and diverse category of magical items that allow artificers to conjure temporary allies. These figurines typically embody animals, including lions, giant flies, and goats, with each possessing distinct attributes and capabilities.

At level 14, while artificers cannot create the highly coveted obsidian steed, they can still access numerous other options, including the helpful ivory goats. These goats not only provide companionship but may also transform their horns into magical weapons for the party or serve as mounts during missions, enhancing tactical options in battles. Other variants might turn into familiars with beneficial skills, thus ensuring versatility from these enchanting figurines.

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A Belt Of Hill Giant Strength Can Make Up For An Artificer’s Strength Shortcomings

Rounding Out This Class’s Ability Scores

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Giant Enclave
Belt of Stone Giant Strength

Conversely, the Belt of Hill Giant Strength significantly boosts an artificer’s physical capabilities, enhancing strength to a formidable score of 21—well beyond conventional limits. This is especially advantageous, as artificers often prioritize intelligence and constitution over strength in their builds.

By equipping this belt, an artificer can negate the necessity of allocating ability score improvements toward strength, allowing greater focus on enhancing their mental attributes vital for casting spells and utilizing abilities effectively. Consequently, this item exemplifies a strategic tool for optimizing an artificer’s combat efficacy.

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A Ring Of Evasion Can Be The Difference Between Life And Death

Help On The Game’s Most Common Saving Throws

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Tiefling Sword
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Of the rare items accessible to 14th-level artificers, the Ring of Evasion stands out as potentially the most lifesaving. This ring enhances the wearer’s ability to navigate dexterity saving throws, which are notably frequent in the game, helping them dodge damaging effects effectively. Since artificers typically may not possess high dexterity, risks of failing these saves can compound as they reach higher levels, even with advantage.

This crucial ring does more than just offer a statistical edge; it grants the wearer the ability to automatically succeed on dexterity saving throws a limited number of times each day, functioning akin to legendary resistance. Items that assure success during critical moments in Dungeons & Dragons are exceedingly valuable, and the Ring of Evasion is undoubtedly a premier choice for artificers concerned with survival.

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