Best Magic Items for Artificer in D&D 5e
The Artificer has a very unique relationship with magic items. They are able to create their own magic items, both unique ones through infusions and also replicating existing magic items through the Replicate Magic Item infusion. We do eventually get extra attunement slots, though not until higher levels. This creates a slight problem, as many of our infusions and magic items we can replicate also require attunement. This means that unless we are handing out our infusions to our party members (something everyone talks about doing and no one actually does, prove me wrong), we likely don’t have much room for attunement items. For this reason, attunement items will need to be really good, and we really appreciate non-attunement magic items even more than most classes.
Also, I won’t be including any items on this list that can be created with the Replicate Magic Item Infusion, as we actually already have a complete guide to that infusion and the best items to create with it on this site! As always, I’m looking for items that have specific synergies with the Artificer, not just generically good items like +1 Armor.
Additionally, note that the Artificer gets an ability to create their own unique magic item at level 11, the Spell Storing Item. This allows you to infuse an item with an Artificer spell of level 1-2, and cast the spell from the item many times each day. This can replicate the effects of many magic items such as the many Wands that cast a spell a number of times per day.
Uncommon Items:
All Purpose Tool (Attunement): This is the stereotypical item designed specifically to boost the Artificer. We get +1 to +3 to our spell attack rolls and save DC depending on the rarity, which is the real meat of the item. We also get every tool in the game, proficiency in all tools, and the ability to learn any cantrip with an action. This is a flat stat boost on top of a ton of versatility.
Amulet of the Drunkard: This is an odd choice, as you may not always have alcohol on hand. However, the Artificer can create an Alchemy Jug, which can create beer to fuel this. This doesn’t require attunement, so if you happen to find one it’s just a nice bonus.
Wand of Entangle (Attunement): The Artificer’s spell list lacks good control options on their level 1 spell list. This is fixed as soon as we get access to 2nd level spells with Web, though this item is still useful as a method of getting more castings of a great control spell than we could ever get normally. Easily replaced by our Spell Storing Item at level 11.
Wand of Web (Attunement): Or you could just get this. This is better in every way. Also replaced by Spell Storing Item at level 11.
Rare Items:
Horseshoes of Speed: This item increases the speed of a horse or similar creature by 30ft. That whole “similar creature” part is juuuust vague enough for me to think that if a Battle Smith designs their Steel Defender to be “horse-like” then you might could use these. That would give the defender a 70ft speed, which is pretty amazing. Definitely DM dependent though.
Lyre of Building (Attunement): This item gives a few spells for free, but most importantly, allows us to cast Mending as an action. This allows a Battle Smith and Artillerist to heal their pets mid-combat. You do need a Bard dip to make this work though, and I normally wouldn’t include a magic item that requires a multiclass. However, this is a unique enough effect that I felt it was worth mentioning.
Needle of Mending (Attunement): This provides the same Mending trick but doesn’t require a Bard dip. This doesn’t have the extra spells though.
Two-Birds Sling: Thanks to the Artificer’s access to Magic Stone, you’re actually really good with a Sling, and this potentially adding multiple attacks every turn, combined with the bonus damage from Sharpshooter, makes this one of the best weapons for just about any Artificer. It doesn’t even require attunement!
Very Rare Items:
Amethyst Lodestone (Attunement): Concentration free flight actually isn’t as important to the Artificer as you can craft Winged Boots yourself, but this does give you hover, so that’s nice. The bigger deal here is twice per day Reverse Gravity, an absolute house of a spell that pairs wonderfully with most Artificer’s ranged playstyle, and helps make the Artificer’s spellcasting still feel relevant at high levels.
Dancing Sword (Attunement): For the subclasses that don’t have much to do with their bonus action every turn (Alchemist and Armorer), this provides a nice and easy way to turn that bonus action into damage every round.
Horseshoes of a Zephyr: This works the same as the horseshoes we mentioned previously, but instead allows your defender to ignore difficult terrain, and float just above liquid surfaces.
Illusionist’s Bracers (Attunement): If you plan on making use of the weapon cantrips (Booming Blade, Green Flame Blade), this will allow you to cast that cantrip twice in one round, which is a huge damage increase.
Nolzur’s Marvelous Pigments: To describe all that can be done with this item would take more than its own article. Artificer players tend to be on the creative side, so I’m sure you’ll find plenty to do with this.
Legendary Items:
Defender (Attunement): Artificers love to stack their AC to the stratosphere, and not many items can just give you a flat +3 AC every turn. You do have to attack with the sword every turn to get this benefit, so that could be an issue, but I reckon you’ll be able to get the AC bump 90% of the time you need it.
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