Many Dungeons and Dragons players are familiar with the basic classes included in 5th edition, and some people choose to include two extra classes: blood hunter and artificer. The blood hunter was created by Critical Role DM Matt Mercer, and the artificer was introduced in 3.5e with the Eberron campaign setting. Now, with the addition of Tasha's Cauldron of Everything, the artificer is more official in-game, although it is still up to Dungeon Masters' discretion if they want it to be included at their tables.

With the onset of Tasha's Cauldron of Everything, Dungeons and Dragons players have the option of using more optimized and playtested versions of some subclasses. The artificer section in this sourcebook details features of four artificer subclasses, although players may choose unofficial subclasses or even homebrew one if their DM allows it. These subclasses include the Alchemist, Armorer, Artillerist, and Battle Smith.

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There are multiple ways to build an artificer, and some players go for the purely mechanically optimized route, while others may pick up less ideal options because they appeal to that character's backstory. When playing an artificer, players have a couple options, like playing an Artillerist with Arcane Armor acting like Tony Stark's suit. Another option is the Artillerist, which specializes in projectiles and explosives as a way to fight. Tasha's Cauldron makes it clear, though, that many Artillerists are as enthusiastic about fixing things as they are about blowing them apart.

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Artillerist Spellcasting

At third level, an artificer with this subclass always has certain spells prepared, starting with shield and thunderwave. Shield gives the player a hefty bonus to AC, +5, for one turn, and nullifies magic missile. A front-line battler might benefit from using this, or a character who prefers to sling spells from the back but knows they are a target from an enemy's ranged attacks. Thunderwave has a 15-foot range, which isn't that large for a spell. Also, the player should make sure to check which of their party's DnD miniatures are within range if they're playing with a map, because the spell requires every creature within a 15-foot cube to make a Constitution save.

Artillerists gain access to other spells that thematically relate to projectiles and explosives later on, with scorching ray and shatter at level 5, fireball and wind wall at level 9, ice storm and wall of fire at level 13, and cone of cold and wall of force at level 17. Of course, unless the player's DnD campaign goes on for a long time, or if they're playing an Artillerist in a one-shot, access to these high-level spells may seem like a pipe dream. But, DnD inherently rewards creativity, so even lower-level spells can pack a punch if used strategically. And at 5th level, Artillerists can turn any wand, staff, or rod into their spellcasting focus for artificer spells, adding a 1d8 bonus to any artificer spells casted with it.

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Eldritch Cannon

Like the Armorer's Arcane Armor, the Artillerist also gets an iconic magical item: the Eldritch Cannon. The Artillerist can take an action to create a Small or Tiny cannon using their smith's or woodcarving tools. 3rd level Artillerists gain proficiency with woodcarver's tools, so adding these to a character's inventory is a good idea if a player is building an artificer character from scratch.

If they don't have access to the tools for whatever reason, getting access to them should be a priority if the player wants to utilize this powerful DnD weapon. The cannons can only be created once per long rest or when expending a spell slot, so players should ration them out accordingly. At level 9, the cannon can become an Explosive Cannon and deal 1d8 extra damage, or detonate for a ton of damage. At 15th level, cannons can give half cover to allies within 10 feet of it, and the artificer can create two cannons in the same action.

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