Published on December 5, 2024, Last modified on December 12th, 2024
Discover the best Artificer races in D&D 5e! Maximize Intelligence, enhance tinkering, and boost creativity with races tailored for these master inventors.
Best Races for Artificers
Ingenious creators and resourceful inventors, artificers are the master tinkerers of Dungeons & Dragons. Fueled by intellect and a spark of arcane energy, they bridge the gap between science and magic, crafting magical items to turn the tides in battle.
Artificers are among the most unique classes in D&D, blending spellcasting, magic item creation, and a flare for combat.
Tips for Choosing a Race for Your Artificer
While any race can fill the role of a genius inventor, certain races synergize more effectively with the Artificer’s strengths. If you’re using the post-Tasha’s Cauldron of Everything Customizing Your Origin system, prioritizing Intelligence becomes less about race selection and more about roleplaying preferences and bonus features. Otherwise, it’s imperative to choose a race that boosts your Intelligence by +2.
Once you have your Intelligence boost taken care of, look for racial traits that complement the Artificer’s playstyle. Bonus spells are excellent because Artificers are a half-caster and have limited spell slot, as are utility features like flight, Darkvision, or Resistances.
Dragonborn:
- Chromatic: Damage resistance and immunity are great for survivability and the breath weapon gives you an AoE burst of damage. This is especially good for Battle Smiths and Armorers who get extra attacks.
- Draconblood: Draconblood offers the +2 INT that artificers want, though the CHA is not as good as DEX or CON would be. Darkvision is handy but Forceful Presence likely won't be too useful given your CHA score.
Dwarf:
Nothing here for an Artificer
- Hill: Nothing here for an Artificer
- Mark of Warding: The CON and INT are what an artificer is looking for, as are the extra spells and help buff out their relatively small spell list. Nothing here is particularly exciting outside of this, though armor of Agathys is quite a solid spell for Armorers and Battle Smiths.
- Mountain: Nothing here for an Artificer
Elf:
Elves get a DEX bonus which can somewhat help the miserable AC of an Artificer. High Elves get an INT boost and a free cantrip of your choice, as well as an extra language for your roleplaying needs.
- Aereni High: The +1 INT is quite useful, as is the free wizard cantrip and skill expertise.
- Eladrin: +1 CHA will be a minor benefit in social situations. The free casting of misty step is certainly interesting to the artificer due to their lack of spell slots. Unless you pump your CHA quite high, the bonus effects won't do much so it might be worth going with the spring effect because it doesn't use CHA.
- Eladrin (Variant): +1 INT is pretty decent on top of the +2 from the parent elf features. The free casting of misty step is very appealing to help with your mediocre spell slots.
- Mark of Shadow: Even though the ASIs don't align with the artificer's priorities, the spells learned are too good to ignore. If you want some stealth options as an artificer, the Mark of the Shadow is one of the best ways to get it.
Gnome:
+2 INT is a great start for any artificer, along with Darkvision and Gnome Cunning.
Half-Elf:
Nothing here for an Artificer.
Half-Orc:
Artificers need INT to be effective.
Halfling:
Nothing here for an Artificer.
Human:
- Mark of Making: The most INT you could achieve would be through the Mark of Making, which provides +2 INT and comes with thematic racial features and spells.
- Standard: A middle of the road pick because they increase all their ability scores by 1.
- Variant: Variant humans are usually good, and this is no exception for artificers. Variant humans can boost their INT and DEX/CON and also get a free feat. Depending on your feat of choice, you should be able to pick up another +1 INT at level 1.
Tiefling:
Many of the Tiefling subraces come with an INT bonus, although ideally an Artificer would like +2. As a spellcaster, having more spells at your disposal is always welcome.
- Bloodline of Asmodeus: +1 INT, good spells, and useful racial traits.
- Bloodline of Baalzebul: +1 INT like other subraces, but with less effective spells.
- Bloodline of Mammon: +1 INT like other subraces, but with less effective spells.
- Bloodline of Mephistopheles: +1 INT bonus, good spells, and useful racial traits.
- Variant – Devil’s Tongue: Decent spells, especially vicious mockery, but enthrall isn't good. Use Feral to get INT.
- Variant – Feral: If playing with variants, use the Feral ASI. DEX is better than CHA for most artificers.
- Variant – Hellfire: Replacing hellish rebuke with burning hands is personal preference, so this subrace is just as good as the Asmodeus. Use Feral to get INT.
- Variant – Winged: Having flight is amazing. Use Feral to get INT.
Aarakocra:
Free concentration-less flight is great for a spellcaster like the Artificer. The ASI spread isn’t great though.
- Updated: Seeing as the ASI array can be anything you want, this option is much more attractive over the original Aarakocra. 1st level flight is the main reason you'd be going with an Aarakocra but doesn't change the fact that you're giving up your medium armor for evasion + movement options.
Aasimar:
Nothing here for an artificer.
Aasimar (2024):
A little bit of extra defensive, some extra offensive, and some utility. Great mix of abilities for versatile Artificers.
Air Genasi:
You already have access to the spells Mingle with the Wind provides, but some extra spells and spell slots can go a long way for the artificer.
Astral Elf:
Sacred flame and
misty step are both great spells to add to your repertoire, as is the extra skill/tool proficiency.
Auto Gnome:
Beyond the thematic feeling of being created by a tinkering gnome, then tinkering yourself, artificers don't really jive with the autognome's abilities. The auto gnome's natural armor is overshadowed by the artificer's infused medium armor and they don't have much cause to stack into DEX more than getting their +2 for AC. Artificers also already get plenty of tool proficiencies and have access to some healing spells.
Bugbear:
Nothing here for an artificer.
- Updated: Two artificer subclasses gain Extra Attacks, namely the Armorer and the Battle Smith, which works well with the new Surprise Attack buff. You can still Take +2 INT with your ASI so you won't be restricting your spellcasting ability either.
Centaur:
Nothing here for an artificer.
- Updated: Melee artificers are now an option with the free ASI choice when combined with Charge, though it won't be particularly effective.
Changeling:
Artificers can use the free ability score increase for INT, though they would much rather see +2.
- Updated: Artificers can now grab +2 INT.
Deep Gnome:
Apart from advantage on saves against some spells, the main thing deep gnomes offer artificers is out-of-combat utility.
Disguise self, improved Darkvision, and advantage on Stealth checks all can help with things artificers usually aren't awesome at.
Dragonborn (2024):
The breath weapon adds an occasional AoE option, but the real value comes from flight and damage resistance, both of which enhance positioning and survivability. Darkvision helps in low-light environments.
Duergar:
Some resistances and extra spell castings are a solid bonus for just about any artificer build.
Dwarf (2024):
Poison Resistance and extra Hit Points help offset the Artificer's low Hit Dice, while Tremorsense and Darkvision can aid in situational awareness. A Dwarf Battle Smith or Armorer Artificer can be surprisingly durable.
Earth Genasi:
The
blade ward bonus action can be useful for Armorers, but would compete with the Battle Smith's Steel Defender. Beyond that, there's not really anything particularly appealing for artificers.
Eladrin:
Artificer's don't normally get
misty step, so this is a solid baseline improvement. Unfortunately, half of the artificer subclasses (Battle Smith and Artillerist) have a consistent use for their bonus action. Still, this turns the eladrin's Fey Step from a "can use in combat when it's optimal" to "use in can of emergency", which means it's still a good contingency. The other passive eladrin abilities, like Darkvision and a proficiency in Perception are nice to have. But, the biggest boon outside of Fey Step is certainly the Trance ability, which gives you 4 extra hours per long rest to tinker. This can help buy time for creating magic items or your other mundane projects.
Elf (2024):
High Elves are a natural fit for Artificers, thanks to their access to Wizard cantrips and the utility of
Detect Magic. Plus, Trancing allows you more time to tinker!
Fairy:
Unfortunately, you won't be able to wear your medium armor and fly around. That said, flying out of range is a great way to avoid getting hit! Fairies obviously won't work with Armorer builds due to the heavy armor requirement, or Battle Smiths because of their focus on martial combat, but can make great Alchemists and Artillerists.
Firbolg:
Artificers need INT to be effective.
- Updated: With the option to take +2 INT, the firbolg becomes a viable race for an artificer, adding a couple of spells that they wouldn't otherwise have access to.
Fire Genasi:
Fire genasi provide artificers a great damage resistance and a couple solid offensive spells normally not on the artificers spell list, which makes a solid start for just about any artificer build.
Genasi:
- Fire: Ideally the artificer would like to see +2 INT. The fire genasi gets us most of the way there, plus increased survivability from the CON bonus and Fire Resistance, darkvision, and a useful cantrip to boot.
Giff:
Even though the flavor is on point, the fact of the matter is that artificers are usually better off casting cantrips than devoting resources to guns.
Gith:
+1 INT is fine, but artificers would really like +2.
- Githyanki: Due to the INT bonus, githyanki can work for a melee artificer build.
- Githzerai: Due to the INT bonus, githzerai are a decent option for artificers taking a defensive approach.
Gnome (2024):
Gnome Cunning helps with saving throws against debilitating effects, and the Rock Gnome’s spells and clockwork device support the Artificer's utility and creativity. Darkvision and Small size are useful for scouting.
Goblin:
Artificers need INT to be effective.
- Updated: Now that goblins can choose INT they are a solid pick for an artificer. Nimble Escape is good so you don't get caught in melee range if you are playing a squishy subclass, and Fury of the Small gives a solid damage boost whether you are playing a melee artificer or focus on damage dealing spells.
Goliath:
Artificers need INT to be effective.
- Updated: Stone's Endurance and Mountain Born is helpful, but artificers should already be quite durable with shield if their subclass can take it, absorb elements, and infusions to go with heavy armor.
Goliath (2024):
Cloud's Jaunt and Fire's Burn are great options to boost your mobility or damage. The rest is lackluster for an Artificer's playstyle.
Hadozee:
Artificers have a couple reaction-based moves from certain infusions, but for the most part they'll be able to make the most of the hadozee's Dodge.
Halfling (2024):
Basically the only thing worthwhile here is Luck, which will likely only matter for a Battle Smith who's dedicated to attacking as much as possible.
Harengon:
While all these abilities are "nice to haves", there is nothing here is particularly exciting for an artificer.
Hobgoblin:
+2 INT would be much more appealing for the artificer and the armor component of Martial Training is redundant. Still, proficiency in martial weapons, a CON boost, and Saving Face could provide a good foundation for a Battle Smith artificer.
- Updated: Many artificers use their bonus action frequently, so Fey Gift isn't going to be used that often. Fortune from the Many is still very useful here.
Human (2024):
The Human race is a solid foundation for Artificers. A free Heroic Inspiration per day and an extra skill proficiency will always come in handy, and the extra Origin feat is a huge boost. For Origin feats, consider Skilled to round out your proficiencies in artisan's tools or Magic Initiate to pick up additional spellcasting options, like
Mage Hand for utility or
Fire Bolt to complement your ranged arsenal.
Kalashtar:
Artificers need INT to be effective.
Kender:
With the exception of Battle Smiths, artificers usually don't have a consistent bonus action at the ready. This, combined with a high INT modifier makes Taunt a decent option, especially for Armorers who can back up their insults with a magically-augmented gauntlet to the face.
Kenku:
Artificers need INT to be effective.
Kobold:
Artificers need INT to be effective.
- Updated: Artificers won't care for this race unless they are running a melee build, in which case it is quite good when paired with a subclass like Armorer. Defiance can get you more staying power, Draconic Sorcery gives you some more cantrip options, and Craftiness could fill in the gaps in your party.
Leonin:
Nothing here for an artificer.
Lineage:
- Hexblood: Between Eerie Token and Hex Magic, the hexblood offers a solid amount of utility for artificers.
Loxodon:
Artificers need INT to be effective.
Minotaur:
Artificers need INT to be effective.
Orc:
Artificers need INT to be effective.
Orc (2024):
Adrenaline Rush enhances your battlefield mobility, and Relentless Endurance ensures survival in clutch moments. This race will be best for Artificers that like to wade into battle, but spellcasting builds can also benefit from the Bonus Action Dash to position themselves better for utility spells or ranged attacks.
Plasmoid:
Artificers live and die by their magic items, so the plasmoid's Amorphous will rarely be used beyond the advantage on escaping grapples. Other than that, artificers can get down with some damage resistances and the pseudopod can help while they tinker.
Satyr:
No INT makes this a tough sell for artificers, which is unfortunate because they would love the extra movement speed and resistance to magic.
Shadar-kai:
A decent for artificers, especially those that focus on melee combat and can make use of their teleportation ability. However, they don't have any particular racial traits that benefit the artificer class specifically. Also, be careful that half of the artificer subclasses (Battle Smith and Artillerist) have a consistent use for their bonus action.
Shifter:
Artificers need INT to be effective.
Simic Hybrid:
Artificers would love to +2 INT right off the bat but INT racial bonuses are rare enough that artificers will be happy with the +1. Carapace is a good choice for the squishier caster classes but will be wasted if you end up going for an Armorer artificer build.
Tabaxi:
Artificers need INT to be effective.
Thri-kreen:
Artificers have a medium armor proficiency that can be matched by the thri-kreen's Chameleon Carapace, but with their Infusions, artificers can make their armor more effective than the thri-kreen's natural option. This, combined with the fact that artificers are rarely in need of an extra hand to cast spells (they can use an infused item as a spellcasting focus), makes most of the thri-kreen's most potent features null.
Tiefling (2024):
Tieflings offer Artificers versatility, with Infernal Tieflings enhancing ranged damage via
Fire Bolt and Chthonic Tieflings improving survivability through
False Life. These options allow Artificers to tailor their playstyle for offense or defense. They also come with a built-in Resistance, which can help you soak damage. Overall, a solid option.
Tortle:
Artificers need INT to be effective.
Triton:
Artificers need INT to be effective.
Vedalken:
Artificers are happy as long as they see a +2 INT bonus. Vedalken Dispassion helps when fighting other spellcasters, and Tireless Protection offers you the chance to get some skill or tool proficiencies you may not normally have access to.
Warforged:
This race is really cool for roleplay since you can be a tinkerer who was created through tinkering. INT is your main stat, so take that with your free ASI point and focus on survivability with the boosted CON and one of the sweet armor infusions.
Water Genasi:
Not much here beyond a couple situational spells.
Yuan-ti Pureblood:
+2 INT would of course be better here, but Magic Resistance is just so good that +1 will do. Once you hit 7th level, you can add your INT modifier to any saving throw with the Flash of Genius trait, ensuring that you will hardly ever succumb to negative magical effects.