10 Best D&D Items For The 2024 Artificer To Replicate

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The new artificer class for Dungeons & Dragons has some important changes to the wording of its features, most notably to its second-level ability, Infuse Item. The ability is now called "Replicate Magic Item," and on top of no longer requiring a mundane piece of equipment to work, it also allows for the construction of many more different kinds of magic items from level to level. There is a pre-made list of gear that artificers can make at 2nd, 6th, 10th, and 14th level, but they can also choose any existing common, uncommon, or rare item from any source book.

Artificers can make any common item at level 2 (provided it is not a potion, scroll, or cursed), any uncommon armor, weapon, or wand at level 6, and any uncommon rings or wondrous items at level 10. At 14th level, artificers can make any rare weapon, armor, wand, ring, or wondrous item as long as it isn't cursed. This significantly opens up their options for gear and makes it important to consider what items are most valuable to the artificer class. These ten magic items from the 2024 Dungeon Master's Guide all make excellent choices for artificers as they level.

10 The Bag Of Holding Is A Classic Option For Artificers

Carrying More Gear Than Is Otherwise Possible

One of the items all artificers can make at level 2 is a Bag of Holding, an uncommon wondrous item that allows characters to lug all their gear without hassle. The bag itself acts as a small pocket dimension where stuff can be stored and pulled out by the creature carrying it. A Bag of Holding can hold up to 500 pounds and contains a 2 x 2 x 4-foot space, meaning that plenty of magic items and treasure can be put inside.

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Bags of Holding always weigh 5 pounds despite what is inside, making them especially useful for artificers, who may want to carry tons of extra tools and mundane gear. They may not be useful in combat, but these satchels are a classic choice for adventuring parties for a reason. Plus, there's always the option to combine a bag with a portable hole, creating a portal to the Astral Plane and causing complete chaos.

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

An Early Way To Enhance Spell Attacks

The Wand of the War Mage is a simple but powerful item, especially at early levels, which is why it's so great for artificers to make at level 2. This uncommon wand grants a +1 bonus to spell attack rolls and allows spell attacks to ignore half cover.

Since artificers can get this item at level 2, it precedes the chance for them to get a feat like Spell Sniper, which can similarly eliminate obstacles for ranged spell attacks. They can thus become better ranged attackers earlier than other casting classes.

At higher levels, artificers could even make the +2 version of the Wand of the War Mage for heightened effectiveness. While the wand is mostly intended for ranged attacks, it can also apply to attack rolls made with shocking grasp and true strike, both common choices for artificers in melee range. This item is great at providing a simple improvement to attacks and gives the artificer a very early buff.

8 Sending Stones Are Great For Party Communication

An Essential Item When The Party Splits Up

Much like the Bag of Holding, sending stones have been an adventuring staple for years. Artificers can make them as early as level 2, and they allow for long-distance communication that normally would only be possible using higher-level magic. The stones can emulate the effects of the sending spell, passing short audio messages from one to another over vast distances. As long as both stones are on the same plane of existence, they connect to one another.

Sending stones are exceptionally useful for keeping a party in touch with one another at times when they need to split up. Being able to convey even a short message can be vital to a quest's success, and artificers being able to produce these items at a moment's notice is valuable indeed.

7 The Mariner's Armor Has Excellent Utility

At level six, artificers gain access to some more valuable armor and weapons, and one option many may want to consider is the Mariner's Armor. This apparel works the same as basic armor types in terms of the protection it provides but has added benefits when around water. Wearing the armor gives creatures a swim speed equal to their walking speed, and when they are reduced to zero hit points underwater, they recover 1d4 of them to stay alive.

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Granted, this armor is not the best choice in a campaign entirely set on land. But swimming in armor is usually tough, and being able to move quickly is extremely powerful in aquatic areas. Plus, that extra bit of survivability is a fun way of granting a unique protective quality to this magic item.

6 Adamantine Armor Is An Easy Choice For A Certain Subclass

Armor With A Worthwhile Enchantment

The armorer subclass for the artificer is a popular choice among D&D players for its added defensive qualities and powerful features. It's still a great choice with the updated Unearthed Arcana rules, and the plethora of powerful magic armors in the 2024 DMG make it even better. 6th-level artificers can craft adamantine armor, made of a tough metal that blocks the effects of critical hits.

Artificers can also create adamantine weapons, though their ability to deal maximum damage to objects is not as useful as the armor's critical defense.

An unfortunately timed critical is a common way for player characters to end up dead, but this armor can keep an artificer safe from that risk. Plus, it can be used alongside their additional armor features to become powerful tanks at early levels. It's a great starting option for armorers looking to keep themselves alive until they can find some legendary gear.

5 The Immovable Rod Has Tons Of Creative Potential

Bringing Items And Enemies To A Standstill

At level ten, artificers gain access to the dozens of other uncommon wondrous items in the game, many of which can be used long after players start finding rare and very rare weapons. One example is the Immovable Rod which can, with the push of a button, become stuck in place so strongly that almost nothing can move it. It takes 8,000 pounds of force to move it from its place once it is activated, even if it is floating midair.

Creatures may also move the Immovable Rod up to ten feet per turn with a successful DC30 athletics check, but it can still be used to great and catastrophic effect. Popular uses for the item include putting it directly in front of a moving vehicle, activating it inside a dragon's mouth, or using it as an emergency method of avoiding a nasty fall. It has near-unlimited uses for players with a creative mindset.

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

A Trap That Feels Especially Thematic For Artificers

Level 14 is when artificers gain access to a ton of rare equipment, much of which is crazy in its capabilities. Take the Iron Bands of Bilarro, for instance, which feel especially fitting for an artificer given their mechanical nature. These bands are used to trap and restrain creatures of up to huge size, which include everything from goblins to orcs to trolls. The user makes a ranged attack by throwing the bands, and on a hit, the target is restrained for up to 24 hours.

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Creatures that can touch the bands, including the target, can attempt to break them, but the DC for doing so is high, and can only be attempted by each creature once per day. Thus, these bands are a relatively sure way of taking a creature out of a fight completely without needing to kill them, proving to be a perfect option if the party needs to stop a charmed member of their team or take an enemy hostage.

3 Figurines Of Wondrous Power Can Lend Important Aid

The Ivory Goats Are Particularly Versatile

The figurines of wondrous power are an incredibly neat and varied range of magic items that can be used to temporarily create a magical companion. Many of these resemble beasts, including lions, giant flies, and goats. Most have specific stat blocks that they use in order to assist their creator, and many even have certain special abilities that make them stand out.

The only figurine a 14th-level artificer cannot make is the obsidian steed, since it is considered very rare. 10th-level artificers even have access to a few of them, like the silver raven.

The ivory goats are some of the most fun, able to have their horns turned into magical weapons for the party to wield. They can also be ridden as mounts or act as backup during a fight. Other figurines can turn into beasts with flying speeds and high damage, meaning that artificers can get a lot just out of the different wondrous figurine variants.

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

Rounding Out This Class's Ability Scores

On the opposite end of the magic item spectrum are the Belts of Giant Strength, or the Belt of Hill Giant Strength specifically, since that is the version 14th-level artificers can create. These belts set a creature's strength score to a certain value unless it already exceeds that value, though in many cases, the creature's standard strength will usually be well below the belt's

The Belt of Hill Giant Strength sets one's score to 21, higher than what it could normally be without magic items or epic boons. Artificers can benefit from having a higher strength in order to wield weaponry and wear heavy armor, but their constitution and intelligence often take priority. Having this belt would eliminate the need to put ability score improvements into strength in the first place, freeing up artificers to think much more about their mental stats.

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

Help On The Game's Most Common Saving Throws

Finally, of the rare rings that 14th-level artificers can make for themselves, the Ring of Evasion is probably the most useful. This is because these rings help their wearers pass dexterity saving throws, the most common type in the game, especially for avoiding damage. Artificers don't typically have especially high dexterity, so their chances of succeeding on these saves are low at higher levels, even when they have advantage.

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Consequently, it's good that this ring does not just provide advantage or any other kind of mathematical bonus to dex saves. Instead, it lets its wearer choose to automatically succeed on these saving throws a number of times per day, working almost like a legendary resistance. Anything that guarantees success on a roll in Dungeons & Dragons tends to be a standout item, and this ring is no exception, making it a perfect choice for any artificer.

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Dungeons and Dragons Game Poster
Dungeons and Dragons

Original Release Date 1974-00-00

Publisher TSR Inc. , Wizards of the Coast

Designer E. Gary Gygax , Dave Arneson

Player Count 2-7 Players

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