Flexible, inventive spellcasting with Keith Baker’s maverick artificer, updated for D&D 2024.
Mavericks tend to be highly eccentric inventors. Dissatisfied with creating the mundane, they are constantly tinkering with new ideas and concepts. This means that they tend to lack focus, but what they lack in focus, they make up for in breadth of invention.
Despite this lack of focus in invention, the maverick is actually quite focused in design and capabilities. Where the forge adept goes down a weapon route, the maverick goes down a spellcasting route. Their inventions provide a spell for every occasion making them the wizards of artificer subclasses.
Keith Baker, the legendary creator of the Eberron setting, has released a revised version of his 3rd party book, Exploring Eberron. It’s been updated for D&D 2024 and adds extra lore and character options for the Eberron setting and is available on D&D Beyond now. In this article, I’ll take you through the updated maverick artificer subclass from this book including tactics, optimisations, how good the subclass is and what’s changed.
At a glance
- Half caster with lots of utility
- Possesses a really broad range of spells
- Can use additional spells through arcane prototypes
- Higher damage spellcasting
5/5 – With spellcasting that’s extremely flexible, higher damage and more spells to cast than any other artificer, the maverick makes up a lot of distance between themselves and full casters. They may not be quite as potent as a full spellcaster, but there’s no one that can cast more or have such a variety of mid level spells to throw around. Add to this all their usual artificer tricks and you have a really potent subclass.
What’s changed?
Everything! Everything has changed for the maverick. It’s a completely different subclass to the original 2014 maverick. The focus on expanded and adaptable spells is still there, but it does away with some of the more radical design shifts and the dramatic power-scaling with spell levels for something that’s a little more even and progresses more steadily. The essence remains the same, but the features are all completely different.
- Tool proficiency: You now get proficiency with tinker’s tools and half crafting time on magic items.
- Completely reworked level 3 features: This is a complete overhaul of the maverick’s level 3 features. Instead of the more complicated web of breakthrough spells from different classes, you get access to the slightly more limited cleric and wizard spells lists. You can now add a number of spells up to your proficiency bonus from these spells lists. You can’t swap cantrips as easily, but you can use arcane prototypes to cast extra spells each long rest. The number of these increases with your levels and they can be for spells that you don’t have prepared and can be from the artificer, cleric or wizard spells lists.
- Not just enhanced cantrips: At level 5, cantrip savant becomes fine tuning. Rather than having enhanced damage dealing cantrips (which were quite strongly enhanced) all of your spells get a damage enhancement.
- No more casting spells 2 levels higher: Instead, you can swap a spell known for another whenever you take a short rest trading potency for versatility.
- Final breakthrough extra spell slots are baked into arcane prototype: you get less higher level spells, but this is woven into the subclass’ progression more gradually.
- New final breakthrough abilities: Instead, final breakthrough gives you arcane prototype spells that can be changed on a short rest and the ability to attune to any magic item regardless of restrictions.
- Improved genius optional capstone feature: Like other artificer subclasses, the maverick gets an optional level 20 feature to replace the usual soul of artifice feature.
Maverick features

Tool proficiency (Lv3) – 2/5
Tinker’s tools proficiency is a nice little bonus. Half crafting time for magic items is the most expensive of all the equivalent versions of this feature among the artificer subclasses. It’s still a ribbon feature, but perhaps the best among all the artificers.
Maverick spells (Lv3) – 5/5
A cantrip and spells prepared from the cleric and wizard spells lists is excellent. You don’t get as many extra spells prepared as other subclasses (2 at each spell level) but you get a huge amount of versatility in what spells you take. This means things like spirit guardians, bless and shield of faith are all available.
It’s especially important that these spells count as artificer spells. This means you can use them for your spell storing item at level 11. This gives mavericks the best range of spells to use for this extremely powerful feature. Fireball is probably your best option for a repeatable spell you can give to a companion to use.
Arcane prototype (Lv3) – 5/5
This increases your spell output each long rest a decent bit, but note that it works like a spell scroll, not a spell slot. This means that because it doesn’t require a spell slot to cast, you can cast this and another levelled spell on the same turn providing your actions economy fits.
For example, you can cast mass healing word as a bonus action and fireball as an action so long as one of those is cast from an arcane prototype. Add on the fact that you can hand a homunculus servant or some other ally a spell storing item to launch fireballs, lightning bolts or some other spell and you now have the potential for some nova turns with multiple decent level spells launched.
Of course there’s a limit to the number of spells you can use through your arcane prototype, especially the higher spell level you’re using. But this does increase as you gain levels.
It’s worth being aware too that you can use your arcane prototype to cast level 6 spells at level 17+. This is higher than artificers can normally manage. Having said that, the 2014 maverick could cast spells at level 7 at its peak, but that was just with upcasting.
Fine tuning (Lv5) – 5/5
This is a similar damage boost that the alchemist and artillerist gets to damage rolls. This is a bit less limiting in what will cause the extra damage, but lacks a healing option. It’ll work best on AoE spells where the extra damage is multiplied by the number of creatures hit. That logic doesn’t apply to multi target spells where you roll different damage dice for each target, like scorching ray. Something like spirit guardians will only benefit from this once too and not on every turn. It’s worth being aware of the wording too. You only need tinker’s tools in your possession, you don’t need to be holding them, which makes item juggling a little easier.
Work in progress (Lv9) -3/5
Switching in spells you need can be useful for a utility character. With all wizard, artificer and cleric spells at your fingertips, this is quite a lot of options. It means you can ignore preparing less urgent, but sometimes useful spells like remove curse or augury and just prepare them on a short rest when you need them.
Final breakthrough (Lv15) – 2/5
Kind of similar to what you get at level 9, but it applies to your arcane prototypes too. This feels less impressive when you already have this ability with your standard spells.
The other part of this is being able to use magic items regardless of restrictions. This could be good, but you’re limited by what magic items you can create or are given by your DM. Many restricted items aren’t that useful for a maverick (like a dwarven thrower or the holy avenger). The robe of the archmagi is the best option that comes to mind.
If you want ideas of items you can use with replicate magic item, instrument of the bards works here. The problem in digging into these is that many of them are either weapons (which aren’t really a maverick’s forte) or are restricted to spells for a certain class like the rod of the pact keeper only enhancing warlock spells. Annoyingly, I think this sounds better than it really is in practice, but if you can get the right items, could be great.
Improved genius – optional (lv20) – 5/5
Cast a level 8 spell without needing to meet requirements or use components and it only takes an action no matter its normal casting time. This means you don’t need to have the spell prepared (you can’t prepare spells of levels higher than 5 anyway) and I think the implications is that this can come from any spell list. Doing away with costly material components is handy too.
At a basic level, this could mean free, daily castings of heroes’ feast for example. Hallow normally needs 24hrs but taking an action to use it can be a bit broken. Resurrection can be performed in the heat of battle and there are a bunch of other great options too.
Just having access to a single 8th level spell each long rest is a big buff for a 2/3 caster, eradicating all other requirements and making the casting time an action makes this phenomenal.
How good is the maverick subclass?
On the face of it, the 2024 maverick feels like it loses a lot from the 2014 version, but what it gets is actually more streamlined and more consistent design that actually means that you have a strong spellcaster despite not being a full caster.
There are some roundabout ways to get there, but if you want the capabilities of an artificer with replicating magic items and spell storing items, but with an actually strong spellcaster, then a maverick is your best option. They are some of the most adaptable spellcasters around and can not only dole out plenty of damage, they can also work really well in a utility role, only really surpassed by wizards in that regard.
I’d be wary as a DM of that optional level 20 feature. That could easily be a bit broken. I’d also suggest that some of the later features aren’t as potent, but there is still power progression at those later levels with arcane prototype consistently increasing in the volume and power of extra spells you can cast.
Add to this the fact that this is your best subclass for spell storing item and you genuinely have a pretty excellent artificer subclass.
5/5
Building an optimised maverick

Mavericks are spellcasters through and through. You really want your maverick on the back lines showering enemies with a barrage of mid-level spells so I’d build with this focus on mind.
Ability scores
Recommended options
- Intelligence: Your spellcasting ability and the one you’ll use for a lot of your best features like flash of genius and spell storing item and the damage boost from fine tuning.
- Dexterity: If you have medium armor, you’ll want to get this at least 14 for the AC boost. As a rogue alternative, you may need this for things like unpicking locks and stealth too. You probably won’t need this for weapon attacks much if ever though as your best option for damage is casting spells.
- Constitution: All classes benefit from more resilience and artificers are no different. This will also help you concentrate more easily on spells too.
Options to avoid
- Strength: Dump, you’ve got no use for strength.
- Wisdom: Only useful for some skills and saving throws, otherwise, not worth investing in.
- Charisma: This is mostly for face skills and these don’t come naturally to an artificer so I wouldn’t invest much here either.
| Ability score | Point Buy | Standard Array |
|---|---|---|
| Strength | 8 | 8 |
| Dexterity | 15 | 14 |
| Constitution | 15 | 13 |
| Intelligence | 15 | 15 |
| Wisdom | 8 | 12 |
| Charisma | 8 | 10 |
Skills
Recommended options
- Arcana: Common knowledge skill and you have the intelligence to back it up.
- History: Another common intelligence skill.
- Investigation: Investigation comes up a fair bit and as one of the few intelligence based classes, you’re in a good place to help here.
- Nature: This feels like the domain of rangers and druids, but as an intelligence skill, this is another that an artificer is well placed to focus on.
- Perception: Perception is always useful, especially if you’ll be filling in for a rogue.
- Sleight of hand: Great option if you don’t already have a rogue with this.
Stealth isn’t on the artificer list of skills, but I’d consider it for an artificer if you don’t have another more natural scout. Backgrounds or the skilled feat can help you get this.
Species/race
I’d look for species with the following qualities:
- Resilience: Make yourself tougher or more evasive through things like more hit points, resistances or flight. Being evasive is probably more important for a maverick. Flight can be really useful for this.
- Innate spellcasting: The more spells you possess the better. And as a utility caster, an expanded range will benefit you a fair bit.
Recommended options
- Aasimar (2024): Damage resistances as well as some light healing for recovering allies are solid. But you’re mainly here for temporary flight which will keep you a lot safer in nasty battles.
- Elf (2024): An extra skill and darkvision are both helpful. The big thing here is the innate spellcasting though. High Elf is a good option for misty step and an extra cantrip. Drow is good for buffs and debuffs with the likes of faerie fire and darkness while Wood Elf works nicely for a more stealthy artificer.
- Gnome (2024): Extra magic resilience is great as you’ll undoubtedly be the target of some spells. Minor illusion and speak with animals are better options than what the Rock Gnome gives.
- Human (2024): If you need to boost your skill proficiencies to take full advantage of all those knowledge skills or add in stealth proficiency, then Human’s a good option. The consistent supply of heroic inspiration is useful too. However, the extra origin feat is probably the trait you want most, especially if you want to grab something like the tough origin feat, which is normally only available with backgrounds that don’t work for the artificer.
- Shifter (2024): Temporary hit points and a choice of benefits. Beasthide for the extra AC and swiftstride for the faster movement and the extra safety are good options. The skills aren’t the best for an artificer, but everything else works well.
- Tiefling (2024): 4 extra spells known is mainly what you’re after here for an even greater range of spells.
- Warforged (2024): More AC, poison resilience, a skill and tool proficiency and a few other buffs all work really well for an artificer that wants to be tougher and have more skills at their fingertips.
Backgrounds
Backgrounds are much more important now in D&D 2024 with ability score increases, origin feats and skills all now linked to your background.
For a maverick, I’d prioritise intelligence and then one of dexterity or constitution with the below being your best options:
| Name | Ability scores | Origin feat | Skill proficiencies | Tool proficiency |
|---|---|---|---|---|
| Criminal | Dexterity, constitution, intelligence | Alert | Sleight of hand, stealth | Thieves’ tools |
| Malenti (Exploring Eberron) | Dexterity, intelligence, charisma | Aquatic adaptation | Deception, insight | Thieves’ tools, poisoner’s kit or forgery kit |
| Merchant | Constitution, intelligence, charisma | Lucky | Animal handling, persuasion | Navigator’s tools |
| Sage | Constitution, intelligence, wisdom | Magic initiate (wizard) | Arcana, history | Calligrapher’s tools |
| Scribe | Dexterity, intelligence, wisdom | Skilled | Investigation, perception | Calligrapher’s tools |
I’d go with criminal for a stealth build or sage for more of a spellcasting and knowledge build.
Feats
Origin feats
I’d say the below are your best origin feats for an artificer. Ironically, crafter is a poor option for an artificer who can do the things the crafter feat suggests in better ways usually:
- Lucky: Advantage on d20 tests and disadvantage on your aggressors is universally useful. Especially as avoiding getting hit is one of the best ways to not lose concentration.
- Magic initiate: Grab some extra spells known from another spell list. If you desperately want druid spells in your repertoire alongside the cleric and wizard spells, then you can do this too. A good way to make yourself even more flexible with spellcasting.
- Musician: A generally excellent origin feat for helping your allies out with some heroic inspiration (kind of like a slightly better lucky, you give to your friends).
- Skilled: If the party needs a bit more proficiency in knowledge skills or you need to fill in for a rogue, then this works well for you. This can bump up your number of skill proficiencies a decent bit.
- Tough: Really valuable extra hit points for a class on the lower end of these.
General feats
At level 4, you can start picking up general feats. These are some of the better options for an artificer:
- Fey touched: Misty step and another spell with free castings is pretty good and misty step makes a decent safety spell.
- Genie magic: Another spell to cast and there’s plenty of utility here as you can simply choose any that’s on the sorcerer spell list.
- Mage slayer: Great for disrupting spellcasters and gives you something similar to legendary resistance.
- Ritual caster: If you feel like you’re struggling to have enough of the spells you want available to you, then this is the best way to boost your utility with more spells gained through this feat than any other. You can check out my full guide to ritual casting for more tips.
- Shadow touched: Invisibility and an illusion spell are great for a caster class. Especially one built for stealth.
- Speedy: A good option for martial artificers that want to use hit and run tactics.
Weapons
I’d rarely recommend using a weapon for a maverick unless you have no other option (which will be extremely rare). Your intelligence should be higher than your dexterity and by level 5, your cantrips will definitely deal more damage than weapons. Having said that, you could combine a light crossbow with castings of true strike, which is probably your highest damage option with cantrips for a single target.
Armor
Most mavericks will do best with medium armor as they don’t usually need dexterity for attacks as spells will serve them better so likely won’t want to prioritise this. Half plate will give you the best protection, but if you don’t want to be hampered for stealth, then a breastplate is best.
A shield is a great option for the extra protection.
Other class guides
Not sure an maverick, artificer is for you. Not to worry. Why not check out one of our other D&D 2024 class and subclass guides.
