Which artificer subclasses are best and what are they good at?
Artificers like to create and tinker, but each is unique in it’s tinkering. From gun-nuts to robot companions and iron-man wannabes, artificers really are surprisingly varied.
There are 4 subclasses available for the artificer which are:
- Alchemist – Elixir concocting artificers that can heal and buff.
- Armorer – Forgers of powerful, arcane armor that can smash or shoot lasers.
- Artillerist – Creators of eldritch cannons that can shoot, flame or heal.
- Battle smith – Martial warriors, ably protected with their steel defender, a defensive robot companion.
But which of these inventive subclasses is the right for your character? And which is the best artificer subclass of them all? I’ve been diving deep into all the artificer subclass features and tackle those questions in my article below.
Alchemist

What are they?
Creators of potions and elixirs, alchemists are support casters that brew liquid buffs.
Key abilities
- Alchemist spells (lv3) – Gain prepared spells that include healing, damage dealing and even turning into a gaseous form.
- Experimental elixir (lv3) – Create experimental elixirs that provide a random buff.
- Alchemical savant (lv5) – Increase spell damage and healing slightly.
- Restorative reagents (Lv9) – Experimental elixirs now give temporary hit points and you can cast lesser restoration.
- Chemical mastery (Lv15) – Gain acid and poison damage resistance and immunity to the poisoned condition. You also know the greater restoration and heal spells.
What are they good at?
Alchemists are best at healing and buffing.
How effective are they?
Sadly, the alchemist falls a bit short. They do have a decent repertoire of healing and, by 9th level, the temporary hit points they provide are fairly good. However, they rely too much on random elixir benefits. This prevents them from preparing and planning ahead. Their healing also lags behind that of dedicated healers too.
There’s also the burden of requiring an action to drink an elixir making drinking one in the heat of battle problematic. This works better at many tables with a common homebrew rule allowing bonus action use of potions. But with rules as written, this puts you at a disadvantage.
On top of this, they don’t have decent damage options. Yes they do get a bit of a damage boost at level 5, but it’s not a lot (less than other artificers) and their damage spells are fairly poor. This especially feels like a missed opportunity as you could easily imagine an alchemist that creates explosive serums they can throw around. Instead we get flaming sphere and Melf’s acid arrow… “Audible groan”!
All of this means that the alchemist doesn’t really stack up and generally feels a bit weak as a subclass.
Score: 2/5
Armorer

What are they?
Forgers of arcane armor, armorers can create different types of armor for different roles. This allows them to do things like wade into melee combat or blast lasers from their chest at range.
Key abilities
- Armorer spells (lv3) – They get a strong range of damage dealing, buffing, battlefield control and utility spells. This includes some AoE spells too.
- Arcane armor and armor model (lv3) – They can create armor that either enhances their defence and melee attacks, or that enhances stealth, speed and ranged attacks.
- Extra attack (lv5) – They can now make 2 attacks with the attack action.
- Armor modifications (lv9) – They can apply multiple infusions to armor for more enhancements.
- Perfected armor (lv18) – Arcane armor gets better by letting them pull creatures to themselves or nullify their enemy a little.
What are they good at?
Being tougher in close combat, using AoE spells (at least better than most other artificers), sneaking around and taking shots at range.
How effective are they?
The armorer has a decent amount of utility. Need an extra martial upfront; just send in the armorer. Need more firepower at the back? Armorers are good here too. Need someone to sneak around as you don’t have a rogue, or need to handle some crowds of enemies? Armorers have the tools for these jobs too.
Despite an extra attack and a lightning launcher though, they are neither as high damage as an artillerist at range, or as powerful in close combat as a battle smith. Both have considerably better damage.
Really, the armor trades off specialism for broader utility. This makes them a solid subclass, even if they do lack a little in raw power.
Score: 4/5
Artillerist

What are they?
Artillerists love guns! They create eldritch cannons to launch long range projectiles, blast close range with fiery flamethrowers or emanate healing.
Key abilities
- Artillerist spells (lv3) – Gain some spells known that are primarily, damage dealing and AoE spells.
- Eldritch cannon (lv3) – Produce a turret that can shoot, flame or heal.
- Arcane firearm (lv5) – Increase the damage of their spells a little.
- Explosive cannon (lv9) – Their eldritch cannon increases in damage slightly and can be blown up.
- Fortified position (lv15) – They can create 2 eldritch cannons simultaneously and they provide half cover to nearby creatures.
What are they good at?
Dealing damage at range. But they can also provide supportive healing, close range flame throwing and AoE damage too.
How effective are they?
Artillerists are a really strong option for a ranged damage dealer. As a backline 2/3 caster, they’re kept relatively safe and have some defensive support (like the shield spell, healing cannon and fortified position). But really, they’re there to gun down their foes.
They deal more damage than any other artificer subclass, especially with AoE spells like fireball in their arsenal. But even excluding these, between turrets, cantrips and their arcane firearm, they are capable of dealing out considerable damage.
Score: 5/5
Battle smith

What are they?
Battle ready artificers that can provide attack, healing and defensive support. They do this with the help of a robotic companion known as a steel defender.
Key abilities
- Battle smith spells (lv3) – Gain a bunch of spells known, including offensive, defensive and healing options.
- Battle ready (lv3) – Gain proficiency with martial weapons and they can use their intelligence modifier for weapon attacks.
- Steel defender (lv3) – A robotic companion that can fight and defend.
- Extra attack (lv5) – They can attack twice with the attack action.
- Arcane jolt (lv9) – Add some extra damage or healing onto an attack.
- Improved defender (lv15) – Arcane jolt becomes more powerful, the steel defender gets a better AC and its deflect attack will deal some damage.
What are they good at?
Fighting in melee as a support martial. With healing and defence in their wheelhouse, they make a sort of utility martial.
How effective are they?
Battle smiths make a really strong option. They have a similar damage output as artillerists, but merge their roles in combat a little better with their steel defender able to provide regular protection and an extra body for enemies to tackle. Add to this the power to merge healing and some decent spells into the mix and you have a very versatile subclass.
Melee artificers do need to grapple a little with their lesser durability, but hit and run tactics, healing and the steel defender’s defensive properties help out here.
All in all, the battle smith is a strong subclass and an excellent option for a melee-focused artificer.
Score: 5/5
Which artificer subclass is best?
Alchemists have sadly drawn the short straw in the power-scalings, with their random elixir benefits and their focus on healing which isn’t strong enough for it to be considered a primary healing subclass. A lack of bite with their spells and attacks means it’s the poorest of the artificer subclasses.
Armorers are good, but lack the damage output of artillerists and battle smiths. They do benefit from some greater utility, but it’s not enough to elevate them ahead of these subclasses.
This leaves the artillerist and battle smith which are both top tier subclasses. For me, the artillerist edges things. They don’t suffer from survivability challenges like the battle smith as they can operate from range. Their ability to adapt to healing, AoE or long range shots with their eldritch cannon and their better spell options also wins them this particular contest.
However, the artificer is fortunate enough to have 3 strong subclasses, each of which is highly competent. So play whichever works best for your character and their role in the party.
Which artificer subclass do you think is the best? Let me know about it in the comments below.
Other class guides
You can also check out our other class and subclass guides.
