Artificer Feat Guide for D&D 2024 (5.5e)

Evaluating every feat for an artificer and finding the best and worst options.

Artificers are utility casters and generally try to fill a utility role in a party. While spellcasters, they lack the spellcasting clout of a full caster, but also the martial prowess of a paladin or ranger. But they can fulfil both roles to some degree though much depends on the subclass you choose. In fact, more than any other class, an artificer’s subclass considerably alters their playstyle and capabilities. Some favour close combat, others ranged and others lean more into buffs and spellcasting.

This makes choosing feats for them harder than for most classes as your subclass can substantially affect which feats you might consider.

In this article, I’ve gone through every single feat released for D&D 2024 and evaluated them to help you know which are best and worst for an artificer. I’ve also tried to consider different subclasses and builds in my evaluation which you’ll see in some of my commentary on each feat.

I’ve evaluated every feat based on how well I think it fits the artificer class, scoring each feat out of 5. I’ve also provided some explanation for why I’ve given this score. All builds are different though, so use this as a guide, but not an absolute authority on what feats you should take and which you shouldn’t.

For example, defensive duelist is a poor feat for many artificers (as they dive into melee too little for it to be of use). But if you’re playing a battle smith, it can work great for some extra protection. I’ve based my assumptions around the idea that you have a build that fits the feat (as long as that build is sensible for an artificer). My commentary on each feat should give more explanation here when necessary so you know which feats work only for certain builds.

As D&D 2024 expands, so will the feat options. I’ll try to keep updating this guide as this happens. When a feat comes from a source outside of the Player’s Handbook, I’ve also used abbreviations to indicate which source it’s from. These abbreviations stand for:

  • HoF: Forgotten Realms: Heroes of Faerun
  • ABoH: Astarion’s Book of Hungers
  • LFL: Lorwyn First Light

If you just want an at a glance view of how well I’ve scored each feat for an artificer, then I’ve included them all in the tables below for each feat type.

Origin feats by score

ScoreFeats
5/5Lucky, magic initiate, musician
4/5Alert, spellfire spark, tireless reveler, tough, vampire’s plaything
3/5Lords Alliance agent, Purple dragon rook, savage attacker, Shadowmoor hexer, skilled, vampire’s plaything, Zhentarim ruffian
2/5Child of the sun, skilled, vampire hunter
1/5Crafter, cult of the Dragon initiate, Emerald Enclave fledgling, Harper agent, healer, tavern brawler, tyro of the gauntlet

General feats by score

ScoreFeats
5/5Fey touched, heavy armor master, mage slayer, polearm master, sentinel, shadow touched, war caster, Zhentarim tactics
4/5Defensive duelist, genie magic, great weapon master, medium armor master, polearm master, skulker
3/5Bloodlust, bomber, charger, chef, crusher, durable, fairy trickster, love bites, mounted combatant, mythal touched, piercer, purple dragon commandant, rebuke, resilient, ritual caster, shield master, skill expert, speedy, telekinetic, weapon master, vampire touched
2/5Athlete, cloying mists, cold caster, delicious pain, elemental adept, inspiring leader, keen mind, light bringer, lordly resolve, observant, poisoner, sharpshooter, slasher, spellfire adept, spell sniper, street justice, telepathic
1/5Actor, crossbow expert, dragonscarred, dual wielder, enclave magic, grappler, Harper teamwork, heavily armored, lightly armored, martial weapon training, moderately armored, order’s resilience, putrefy, street justice, treacherous allure

Epic boon feats by score

ScoreFeats
5/5Boon of desperate resilience, boon of dimensional travel, boon of fate, boon of fluid forms, boon of recovery, boon of the bright sun, boon of the night spirit
4/5Boon of bloodshed, boon of combat prowess, boon of fortune’s favour, boon of looming shadows, boon of speed, boon of the soul drinker, boon of truesight
3/5Boon of energy resistance, boon of fortitude, boon of poison mastery
2/5Boon of blazing dawn, boon of bountiful health, boon of communication, boon of exquisite radiance, boon of irresistible offense, boon of skill, boon of spell recall, boon of terror, boon of the furious storm
1/5Boon of misty escape, boon of revelry
eberron
Battle smith artificer: Wizards of the Coast
  • Alert (4/5) – Always useful to go earlier in combat and being able to swap initiative with an ally makes for something quite tactical. If you want to be casting AoE spells early in combat, you may want to be doing so before all the martials get in the way. If you’re using homunculus servant (which is a decent idea) then this becomes even more important as they’ll act immediately after you (preferably with your spell storing item). If you’re a battle smith, your steel defender will work on your turn and will also benefit from this feat.
  • Child of the sun (2/5) – LFL – Advantage against blinded for you and nearby allies is situationally decent. Faerie fire is decent at low levels, but hard to justify at higher levels. Faerie fire just doesn’t scale that well. It is a free spell casting though, but maybe only consider it if you’ll be sticking to lower levels. Cartographers already have free, concentration-less faerie fire so this is especially poor for them.
  • Crafter (1/5) – Artificers can already create these kinds of items but instantaneously with tinker’s magic making this a little redundant. There’s still the discount, but it’s limited to non-magical items which are unlikely to break the bank. I wouldn’t bother with this.
  • Cult of the dragon initiate (1/5) – HoF – Causing frightened for a single turn to a single enemy isn’t that great for the whole action it requires, even with the bonus heroic inspiration. Artificers don’t even have a good wisdom to make this reliable.
  • Emerald enclave fledgling (1/5) – HoF – Speak with animals is OK if your DM’s willing to do something useful with your animal conversation. It does tend to be better on charismatic characters though, which artificers are not. There are much better ways to use your action in combat than using the help action though, even with the movement.
  • Harper agent (1/5) – HoF – Ranged help actions are OK, but your action is much better used with spells. Everything else is a ribbon feature. Just not a good feat. It’s maybe decent if you’re playing a hobgoblin with their bonus action help, but even then, artificers tend to have bonus actions that are under high demand.
  • Healer (1/5) – An action to do similar or worse healing than a potion of healing or healing word. These also only require a bonus action rather than the action needed here. There’s also cure wounds if you want to do some bigger healing.
  • Lords alliance agent (3/5) – HoF – Decent option for melee artificers like battle smiths and armorers. You still won’t land critical hits loads, but if you plan on sticking close to allies, you might get a decent amount of advantage.
  • Lucky (5/5) – Giving yourself advantage and others disadvantage is powerful and really useful for anyone.
  • Magic initiate (5/5) – Artificers should have a high intelligence making you a competent spellcaster. Artificer spell lists tend to lean heavily towards our of combat utility (though this is compensated for by the subclass spells lists). This can help with more combat leaning spells and grabbing spells from other spell lists if needed.
  • Musician (5/5) – Heroic inspiration for most or all allies is really useful and can be granted each short or long rest. That’s a lot of rerolls! This works great on any class.
  • Purple dragon rook (3/5) – HoF – The skills aren’t great for an artificer. The heroic inspiration you grant is also much less than the musician feat so I’d just take that. Technically this is an alright feat though, even just with the heroic inspiration boost, but musician does a similar thing so much better.
  • Savage attacker (3/5) – Decent enough for weapon wielding artificers and the damage boost can be decent.
  • Shadowmoor hexer (3/5) – LFL – An improved hex you can repeat cast is decent on multi-attack artificers. I think the works with the artillerist’s eldritch cannon (but only with the force ballista). The wording states that it’s you that makes the spell attack, the attack just originates from the cannon.
  • Skilled (3/5) – Some artificers may want to get involved as scouts, investigators and stealth specialists. They might even moonlight as a rogue. If that’s the case, you may want the skilled feat to get a few extra proficiencies.
  • Spellfire spark (4/5) – HoF – A bit less damage from magic is good for anyone. Sacred flame is a decent cantrip, but being able to cast it as a bonus action is a really useful way to up your damage output in a turn. Cantrips scale in damage with your level so this will get better as you level up. Casting cantrips also won’t get in the way of using levelled spells on the same turn either. The only problem here is that artificers tend to have their bonus action under quite heavy use. The likes of battle smiths and artillerists (for example) will often be commanding their steel defender or eldritch cannon with their bonus action.
  • Tavern brawler (1/5) – Even artificers built for melee combat are not good at unarmed fighting. They’re too reliant on the tools they create.
  • Tireless reveler (4/5) – ABoH – Lots of heroic inspiration to bounce off one another. Especially good if you have easy ways of replenishing heroic inspiration, like the musician feat or someone else with tireless reveler. A bit more situational if you don’t have that.
  • Tough (4/5) – Some decent extra resilience that’s good for everyone. Artificers naturally are a little lacking in the resilience department. Some manage this better, but melee artificers will definitely benefit from some extra hit points.
  • Tyro of the gauntlet (1/5) – HoF – Both really situational effects that I just don’t see you getting the benefit of very often.
  • Vampire hunter (2/5) – ABoH – Technically 2 situational options, but being grappled or in restraints is reasonably common. Vitality ward is great against necrotic damage, but that’s really situational.
  • Vampire’s plaything (4/5) – ABoH – A free healing potion each long rest is really nice and dash and disengage as a bonus action are handy for getting out of melee combat when you do get caught in it. The problem is the reliance on your bonus action for other things, but this can still be useful.
  • Zhentarim ruffian (3/5) – HoF – The initiative boost is quite nice, especially if you have easy access to heroic inspiration (say if an ally has the musician feat). Exploit opening is alright, if situational for melee artificers. There are ways to increase your chances of opportunity attacks, but they do tend to work better on more traditional martial classes but can work for some artificers.
Armorer artificer: Wizards of the Coast
Armorer artificer: Wizards of the Coast
  • Actor (1/5) â€“ Artificers are usually pretty hopeless at face skills, and actor requires strong face skills to be any good.
  • Athlete (2/5) â€“ The climb speed is the only thing that’s particularly useful here and you have spells that can easily overcome this by the time you hit level 5 (like spider climb and levitate).
  • Bloodlust (3/5) – ABoH – Mid-combat healing without expending actions is quite nice, especially for a class that can need more resilience and the hit point recovery is better than when you short rest.
  • Bomber (3/5) – ABoH – Artificers can be do well with thrown weapons and if you have the returning weapon replicate magic item option, you can be launching a trident at long range or using your enhanced weapon in melee range rather than spending multiple replicate magic item options to have multiple enhanced weapons. Bomber gives you much better range to be throwing at.
  • Charger (3/5) – You likely won’t dash often, but the extra speed is slightly helpful for when you do. Being able to rush into melee and push will allow for hit and run tactics and when you do want to stay in melee range of an enemy (say against a spellcaster), you’ve got some extra damage to deal. The dreadnaught option for the armorer can be especially effective at these types of tactics.
  • Chef (3/5) – A bit of extra healing on a short rest for the whole party and treats that grant a few temporary hit points. How good this is depends on the length of your adventuring days. I suspect this will feel more impactful at lower levels and less so at higher levels.
  • Cloying mists (2/5) – ABoH – Not great for anyone (a single level 1 spell you can’t choose is significantly worse than similar feats like magic initiate, fey touched and shadow touched). At least fog cloud can be useful, but I would rather take magic initiate which is an origin feat.
  • Cold caster (2/5) – HoF – Artificers aren’t really known for their cold spells and aren’t always best making cantrip attacks which this would encourage. Probably not your best option.
  • Crossbow expert (1/5) – Artificers tend to either only have a single attack (like an artillerist), have their own special weapons that are better for attacks and aren’t crossbows (like the armorer) or prefer getting into melee combat, often with a shield (like a battle smith). None of this really supports the benefits from this feat.
  • Crusher (3/5) – This will help melee artificers with hit and run tactics if they’re using a bludgeoning weapon by pushing enemies away. This probably only works for a battle smith as armorers have their own built in weapons that don’t deal bludgeoning damage.
  • Defensive duelist (4/5) – Good resilience feat, but probably only for battle smiths as armorers don’t get finesse weapons and other artificers tend to avoid melee combat.
  • Delicious pain (2/5) – ABoH – A round of resistance to common damage types in bludgeoning, piercing and slashing can be quite decent, but it doesn’t work on the triggering damage. Personally, I’m not sure this does enough.
  • Dragonscarred (1/5) – HoF – A resistance is good and attempting to frighten with a bonus action can be handy, but this requires 2 feats to make work and you need a decent wisdom and spare uses of your bonus action, which artificers don’t have so not worth it.
  • Dual wielder (1/5) – Dual wielder, even for melee artificers, is a bit of a challenge. Artificers have bonus actions under heavy demand and another weapon attack won’t outperform the other things these bonus actions can do. Even for something like an armorer, if you want to enjoy the benefits of an additional attack, you first need the nick weapon mastery option which means grabbing the weapon master feat or a multiclass dip into a martial class. That’s too much investment in my opinion.
  • Durable (3/5) – The self healing is mainly what you want from this. Decent if you’re after a bit more resilience which melee artificers in particular will likely want.
  • Elemental adept (2/5) – Only good if you plan to focus on only certain elemental damage types. If you aren’t doing this, you won’t get the benefit often enough and you can always just adjust the spell damage you use with different spells to bypass resistances. The extra damage is OK but not huge.
  • Enclave magic (1/5) – HoF – You don’t have any pets that can really benefit from this consistently (steel defenders aren’t beasts) and finding creatures to use this on is highly situational. Even then you need to take 2 subpar feats to accomplish what 1 should be able to do.
  • Fairy trickster (3/5) – HoF – Flustering strike is quite good and because it lasts until the end of your next turn, you can cast a saving throw spell then to benefit from the disadvantage. Disengaging into difficult terrain is likely quite rare so not worth bothering with.
  • Fey touched (5/5) – Misty step is a really handy spells to have available and there’s a free casting of it. Spells like silvery barbs, sleep and Tasha’s hideous laughter all make good 1st level options.
  • Genie magic (4/5) – HoF – There’s a lot of flexibility here as you don’t have to pick a spell. The sorcerer list isn’t huge but they offer some much needed combat spells to an artificer’s repertoire. You’ve got some AoE damage dealers like burning hands or thunderwave. Sleep is a pretty good control spell at this level too. There’s also chromatic orb which is especially good when cast at a higher level.
  • Grappler (1/5) – Artificers are no good at grappling and shouldn’t be making unarmed strikes.
  • Great weapon master (4/5) – Good on a heavy weapon wielding artificer but only a battle smith might be doing this. Even then, more defence from a shield can be a wise choice.
  • Harper teamwork (1/5) – HoF – There’s rarely a good reason to use help in combat rather than casting a spell or attacking, even with the extra benefit here. Frightened and paralyzed saving throw successes are unlikely to be common enough to benefit much from either when it needs to affect multiple party members, plus you have to pick up a bad origin feat to grab this too. The exception here is maybe if you happen to be playing a hobgoblin, who can use the help action as a bonus action, but even then, artificers have overloaded options for their bonus action already.
  • Heavily armored (1/5) – Artificers shouldn’t be investing in strength enough to adequately use heavy armor and even the subclass that can manage this (armorer) already has proficiency in heavy armor.
  • Heavy armor master (5/5) – The damage reduction works great on an armorer that’s already using heavy armor and is a big boost to resilience. Other subclasses will get no benefit from this.
  • Inspiring leader (2/5) – The ability is great but relies on investing in charisma or wisdom which is no good for an artificer. Leave it for other classes.
  • Keen mind (2/5) – Study is rarely useful in the heat of combat so little point in having it as a bonus action. Expertise in a knowledge skill can be good for an artificer, but knowledge skills are rarely the most important or even urgent skills to use well.
  • Light bringer (2/5) – ABoH – The healing is OK, but bloodlust is better and light is only OK.
  • Lightly armored (1/5) – You already have proficiency in these so it’s pointless.
  • Lordly resolve (2/5) – HoF – An option for decent resilience/recovery against 3 types of conditions and possession is good but you’ll need to use your bonus action to activate it and that can be tricky to anticipate and overloaded with options anyway.
  • Love bites (3/5) – ABoH – Decent for a melee artificer to keep creatures from following up with an attack against them. It works automatically too so great against really tough enemies. It requires melee weapon or unarmed attacks so is no good for some subclasses. It’s also tricky for a battle master who may be using their bonus action a lot to command their steel defender.
  • Mage slayer (5/5) â€“ Great for breaking concentration on spellcasters and having basically a use of legendary resistance every rest.
  • Martial weapon training (1/5) – You should have all the weapon proficiencies that you need and shouldn’t need any others.
  • Medium armor master (4/5) – A lot of artificers don’t need to increase dexterity to the highest levels. This will grant a +1AC boost while saving a bit on investment in dexterity.
  • Moderately armored (1/5) – You already have proficiency here so this is pointless.
  • Mounted combatant (3/5) – If you can regularly have access to a mount, then this could be decent. Many creatures are smaller than the likely large mount you’ll be riding.
  • Mythal touched (3/5) – HoF – If you don’t mind some random effects, then this is alright and could be a bit of wild fun. Most effects should be positive.
  • Observant (2/5) – Perception is decent for anyone, despite your low wisdom. Search as a bonus action is decent too, but situational. You’re not the best option for this, but it can be OK.
  • Order’s resilience (1/5) – HoF – Quicker after being knocked prone feels like a ribbon effect. Advantage on strength saving throws is decent, but you also have to be next to an ally which is often not the case. This is a kind of situational feat that requires taking a very situational origin feat which isn’t great. I don’t think it’s worth it.
  • Piercer (3/5) – OK damage boost if you’re using piercing weapons a lot, but that’s probably only applicable on a battle smith.
  • Poisoner (2/5) – This is a problem for most artificers as they can do more impactful things with their bonus action that doesn’t cost money. It might work for some armorers, but not all their weapons are eligible.
  • Polearm master (4/5) – Somehow, an armorer’s Dreadnaught wrecking ball/sledgehammer weapon doesn’t qualify for this as it doesn’t have the heavy property. This means this can only be useful for a battle smith. Even then, their bonus action is already very occupied commanding their steel defender. You still get the benefits of reaction attacks which is good. I wouldn’t take this on any other subclass though.
  • Purple dragon commandant (3/5) – HoF – Bonus action temporary hit points to dish out is pretty good and advantage when bloodied is better the more attacks you have and the longer you can survive while bloodied. Artificers aren’t really tough so other classes likely benefit more. Only a couple of subclasses make regular attacks and of those, only armorers have a bonus action that might be available regularly for dealing out temporary hit points. So a bit of care on which subclass you take this for.
  • Putrefy (1/5) – ABoH – Automatic poisoned condition is decent but it does tie you down to necrotic damage spells. Unfortunately, artificers are quite lacking in this department so a problem for you to use.
  • Rebuke (3/5) – ABoH – Automatic prone can be good and you have true strike which is a good option for this and as a cantrip, you should be able to use it fairly regularly, though battle smiths and armorers may still want to be using their attack action from level 5.
  • Resilient (3/5) â€“ You already have constitution proficiency which is the important one for concentration. Dexterity is probably your best option here as an ability score you might increase and would be good to have proficiency in.
  • Ritual caster (3/5) – If you want some out of combat spellcasting utility, then you can get a few interesting spells this way and won’t consume precious spell slots while allowing you to be even more of a utility caster.
  • Sentinel (5/5) – This can work quite nicely, especially for battle smiths who should usually have their steel defender next to them, potentially attracting attacks. Easier reaction attacks is a great boost to your DPR (damage per round).
  • Shadow touched (5/5) – Invisibility is great for scouting, utility and ambushes and another spell can be handy too. Color spray or silent image can be good options for your level 1 spell.
  • Sharpshooter (2/5) – An artificer using true strike with a ranged weapon a fair bit might do OK here. It probably won’t be any good for battle smiths and armorers though and the rest only get one attack that benefits from this. It’s already kind of situational though so not one that’s likely to be used a lot.
  • Shield master (3/5) – Artificers can be great with a shield, but never have a reason to build for strength making shield bash a little unlikely to work. No damage from dexterity saving throws (which are usually big damage AoE spells) is still quite good though and it costs nothing to attempt a shield bash.
  • Skill expert (3/5) – Alright if you want to be an expert at a skill, but knowledge skills tend to be less important to be really good at. This does work better if you’re filling in for a rogue and need to boost some important scouting skills.
  • Skulker (4/5) – Great on anyone due to the easy blindsight. You won’t get much from improved hiding in combat though as that’s a challenge for anyone other than a rogue.
  • Slasher (2/5) – Maybe good on a battle smith that’s throwing slashing weapons but crusher or charger are better for a battle smith as it helps more with hit and run tactics. Useless for other artificers, including armorers who don’t use slashing weapons.
  • Speedy (3/5) – Faster movement is useful for most classes. Disadvantage from opportunity attacks will make it easier for you to get out of danger without spending your action on the disengage action.
  • Spellfire adept (2/5) – HoF – Artificers have just 1 spell that deals radiant damage in true strike. That’s fine and might be used a fair bit on some subclasses, but to get the most out of this feat, you really need to be using it on AoE spells (as the extra damage is magnified by the number of affected creatures) so this isn’t the best on an artificer.
  • Spell sniper (2/5) – Some artificers won’t generally be using spells attacks for damage, but even those that do, don’t have many good spell attacks to use as artificer spell lists are often more about utility. Even then, this is a bit situational for some of the benefits. I’m not sure most artificers will get enough use out of this.
  • Street justice (1/5) – HoF – Artificers are no good at grappling and negotiating with hostile creatures also isn’t their forte so this is pointless for them.
  • Telekinetic (3/5) – An invisible, silent mage hand is great on a stealth specialist (if you’ve gone that route for your artificer) and pretty solid on any build. Telekinetic shove could be a handy way of getting out of melee range with your bonus action or nudging an enemy into the radius of a spell. Just be aware that many artificers have overburdened bonus actions already.
  • Telepathic (2/5) – Telepathy is fine for silent communication, but it’s better on a charisma build.
  • Treacherous allure (1/5) – ABoH – I think the idea here is to charm someone and then attack them. It’s a lot of setup for advantage on a single attack though, which I don’t think is great.
  • Vampire touched (3/5) – ABoH – Like fey touched but with worse spells. Spider climb is still useful, especially for sneaky artificer, and illusion spells can be handy too.
  • War caster (5/5) – Great for artificers to help maintain concentration on spells. Especially those that dive headlong into combat.
  • Weapon master (3/5) – You might want this on a battle smith to up the impact of their weapon attacks. You could also use it on other artificers using true strike a lot, but the benefits will be less with their single attack. Be aware that armorers can’t use this with their inbuilt weapons so not worth it for them.
  • Zhentarim tactics (5/5) – HoF – A changeable expertise is handy for enhancing skills. The main thing here though is a really reliable way of getting regular reaction attacks. This will be best on melee builds who get up close and personal in combat which means certain battle smith and armorers builds.
Adventurers fighting a skeletal horde
Adventurers surrounded by undead: Wizards of the Coast
  • Boon of blazing dawn (2/5) – ABoH – Radiant immunity is alright, but not overly common. The radiant damage is only useful on a battle smith really, but even then, you have alternative ways to deal different damage types without taking this.
  • Boon of bloodshed (4/5) – HoF – The advantage should happen a fair bit which is handy, and advantage on attacks is often useful. Extra damage when bloodied is decent, but only a small amount once per turn. This will work best for artificers that make plenty of attacks and it works for an artillerist’s force ballistas so good on them as well as battle smiths and armorers.
  • Boon of bountiful health (2/5) – HoF – The extra temporary hit points are not a lot at this level. It kind of works if you have a regular source of temporary hit points, but it doesn’t feel like enough. The improved healing is decent for long adventuring days but your boost from this will be less than for many other class. A few feats (like bloodlust) will use your hit point dice making this quite good in conjunction with these, but not great without. Add an extra point to this score if you have a feat like bloodlust
  • Boon of combat prowess (4/5) â€“ An automatic hit once per round is good, but only if you make regular attacks. Battle smiths, armorers and artillerists should be making regular enough attacks to make this worthwhile, even if some turns you’ll be using spells instead.
  • Boon of communication (2/5) – HoF – Works better on a charisma class.
  • Boon of desperate resilience (5/5) – HoF – Resistance to everything other than force is really good. Combine this with the boon of recovery (if playing at levels beyond 20) to basically have your full hit points while in a state of being bloodied.
  • Boon of dimensional travel (5/5) â€“ Really easy to move around the battlefield to wherever you need to be and there’s no action economy cost either. This will help you stay out of trouble a lot (or get into it).
  • Boon of energy resistance (3/5) – More damage resistances is useful and reaction attacks will be occasionally handy. This could be a bit situational as you only gain the benefits when facing the right enemies but you can change the resistances each long rest.
  • Boon of exquisite radiance (2/5) – HoF – This is only good on AoE damage dealers as you magnify the boosted damage by each target. Unfortunately, the only radiant damage spell artificers have is true strike making this ultimately a bit weak.
  • Boon of fate (5/5) – Regular manipulation of d20 rolls is good for anyone and once per rest is definitely nice.
  • Boon of fluid forms (5/5) – HoF – Most creatures you could transform into won’t be worth it as they’ll reduce your capabilities (other than some utility). However, a few creatures, like a froghemoth, are worth the transformation. If you pick your forms wisely, this can be really good and a bundle of extra hit points to survive with.
  • Boon of fortitude (3/5) – Some decent extra resilience. Especially if you pair this with something like bloodlust, that will let you heal yourself more regularly. Not that it’s a huge amount.
  • Boon of fortune’s favour (4/5) – HoF – Reroll a saving throw every round. Really great resilience feature.
  • Boon of irresistible offense (2/5) – Artificers can usually avoid dealing bludgeoning, piercing and slashing damage as they can use alternatives like true strike or an armorer’s built in weapons. The damage boost to critical hits is also negligible.
  • Boon of looming shadows (4/5) – ABoH – Dodge as a bonus action is very good. Extended reach is good for melee artificers helping you with hit and run tactics. Just be aware of the high demands on your bonus action for most artificers.
  • Boon of misty escape (1/5) – ABoH – Just a terrible feat.
  • Boon of poison mastery (3/5) – HoF – Poison spray and dragons breath are your only poison spells and neither of these are powerful enough to fully take advantage of this feature. It can still be reasonable enough if you plan on using dragons breath a fair bit though. Just be aware that many creatures are resistant to poison damage, but they also deal a lot of it too, and now you’re immune.
  • Boon of recovery (5/5) – Loads of extra resilience here. I think this is much better than the boon of fortitude as your hit points will be high enough to recover to more than 40HP, by quite a bit. The healing option is also really handy too.
  • Boon of revelry (1/5) – HoF – Not a great spell for anyone.
  • Boon of skill (2/5) – You probably already have skills you specialise in and others will have the same meaning most skills should be covered.
  • Boon of speed (4/5) – More speed is great, escaping grapples is handy but a little situational. I like the boon of dimensional travel better as the speed is the same but teleportation will get you out of grapples and reach without disengaging. This does have the benefit of being used whenever you like on your turn rather than after you take the attack action though.
  • Boon of spell recall (2/5) – You won’t recover many spells with this, but more spell uses is still a bit handy.
  • Boon of terror (2/5) – HoF – Immunity to the frightened condition is useful but intimidation proficiency isn’t great on a non-charisma character. The challenge is stoking fear. If the party has a reliable method for causing the frightened condition, then this could be quite good to consume an enemy’s turn with fleeing. It only needs a reaction too. Decent if you can integrate frightened into party tactics.
  • Boon of the bright sun (5/5) – HoF – Loads of extra temporary hit points for the whole party is just excellent.
  • Boon of the furious storm (2/5) – HoF – Artificers don’t really have access to any high level thunder or lightning spells making this less impactful. The resistances aren’t for common damage types, but they’re decent enough.
  • Boon of the night spirit (5/5) – Invisibility gained quite easily and regularly is great for artificers who generally don’t want to be attracting attacks. Be aware this will only work in shadowy places, but if you spend plenty of time in dungeons, then this should be fine.
  • Boon of the soul drinker (4/5) – HoF – A couple of decent resistances and some pretty big healing. Creatures dying around you shouldn’t be a problem. Good resilience boon.
  • Boon of truesight (4/5) – Really good when you face something you can’t see or illusions but that won’t be all the time. It’s important someone can deal with this stuff and this is the most profound way to do it, just be aware you won’t use it loads.

Published by Ben Lawrance

Ben is an experienced dungeon master and player who's been immersed in the D&D universe since he was a teenager over 20 years ago. Ben is the creator of Dungeon Mister and when he's not writing about D&D, Ben loves creating fiendish puzzles and devious dungeons for his players. He's an especially big fan of the Ravenloft and Dragonlance settings.

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