Top 10 D&D Items for the 2024 Artificer to Replicate

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Top 10 D&D Items for the 2024 Artificer to Replicate

The new artificer class for Dungeons and Dragons has some major changes to the wording of its features, most notably its second-level ability, Infuse Item. The ability is now called "Replicate Magic Item," and in addition to no longer needing mundane equipment to function, it also allows the construction of many other different types of magical items from level to level. There is a pre-made list of equipment that artificers can make at 2nd, 6th, 10th, and 14th level, but they can also choose any existing common, uncommon, or rare item from any sourcebook.

Artificers can make any common item at level 2 (as long as it is not a potion, scroll, or cursed), any uncommon armor, weapon, or wand at level 6, and any uncommon rings or wondrous items at level 10.. At 14th level, Artificers can make any rare weapon, armor, wand, ring, or wondrous item, as long as since it is not cursed. This significantly opens up your equipment options and makes it important to consider which items are most valuable to the artificer class. These ten magical items 2024 Dungeon Master's Guide all are excellent choices for artificers as they level up.

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The Bag Of Holding Is A Classic Option For Crafters

Carrying more gear than possible

One of the items that all artificers can make at level 2 is a Bag of Holding, an unusual and wonderful item that allows characters to carry all of their equipment without hassle. The bag itself functions as a small pocket where things can be stored and retrieved by the creature carrying them. A Bag of Holding can hold up to 500 pounds and contains a space of 2 x 2 x 4 feet, which means many magical items and treasures can be placed inside.

Storage bags always weigh 5 pounds despite what's inside, which makes them especially useful for craftsmen, who want to carry tons of extra tools and mundane equipment. They may not be useful in combat, but these backpacks are a classic choice for adventuring parties for a reason. Additionally, there is always the option of combining a bag with a portable hole, creating a portal to the Astral Plane and causing total chaos.

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A warmage's wand can increase an artificer's spellcasting power

An early way to enhance magical attacks

The Warmage's Wand is a simple but powerful item, especially at early levels, which is why it is so great for artificers to do at level 2. This unusual wand grants a +1 bonus to magic attack rolls and allows magic attacks to ignore half cover.

Since artificers can obtain this item at level 2, it precedes the chance for them to obtain a talent like Spell Sniper, which can similarly eliminate obstacles for ranged magical attacks. They can therefore become better ranged attackers before other spellcasting classes.

At higher levels, artificers could even make the +2 version of the Warmage's Wand to increase effectiveness. Although the wand is primarily intended for ranged attacks, can also be applied to attack rolls made with shocking grip and sharp hit, both common choices for artificers in melee combat. This item is great for providing a simple buff to attacks and gives the artificer an initial buff.

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Sending rocks is great for party communication

An essential item when the party splits

Just like the Bag of Holding, sending rocks has been a staple of adventures for years. Artificers can make them as early as level 2, and they allow long-distance communication that would normally only be possible using higher level magic. The stones can emulate the effects of the sending spell, passing short audio messages from one to another over great distances. As long as both stones are on the same plane of existence, they connect.

Sending stones is exceptionally useful for keeping a group in touch at times when they need to be separated. Being able to convey even a short message can be vital to the success of a missionand artificers being able to produce these items at any time is really valuable.

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Sailor's armor has excellent utility

At level six, artificers gain access to some more valuable armor and weapons, and one option many may want to consider is Mariner's Armor. This clothing functions in the same way as basic types of armor in terms of the protection it provides, but has additional benefits when near water. Wearing the armor gives creatures a swimming speed equal to their walking speed, and when they are reduced to zero hit points underwater, they regain 1d4 of them to stay alive.

Guaranteed, this armor is not the best choice in a campaign set entirely on land. But swimming in armor is generally difficult, and being able to move quickly is extremely powerful in watery areas. Plus, this extra survivability is a fun way to grant a unique protective quality to this magical item.

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Adamantine Armor is an easy choice for a certain subclass

Armor with a worthwhile enchantment

The armorer subclass for the artificer is a popular choice among D&D players for their additional defensive qualities and powerful resources. It's still a great choice with Unearthed Arcana's updated rules and plethora of powerful magical armor in 2024 Damage make it even better. 6th-level artificers can create adamantine armor, made from a tough metal that blocks the effects of critical hits.

An unfortunately timed crit is a common way for player characters to end up dead, but this armor can keep an artificer safe from that risk. More, It can be used along with their additional armor features to become powerful tanks at early levels. It's a great starting option for gunsmiths looking to stay alive until they find some legendary gear.

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The immovable rod has a lot of creative potential

Paralyzing items and enemies

At level ten, artificers gain access to dozens of other wondrous and uncommon items in the game, many of which can be used long after players start finding rare and very rare weapons. An example is the Immovable Rod which can, with the push of a button, be locked in place with such force that almost nothing can move it. It takes 8,000 pounds of force to move it from its place once activated, even if it's floating in the air.

Creatures can also move the Immovable Rod up to ten feet per turn with a successful DC30 Athletics check, but it can still be used to large, catastrophic effect. Popular uses for the item include place it directly in front of a moving vehicle, activate it inside a dragon's mouth, or use it as an emergency method to avoid a bad fall. It has almost unlimited uses for creatively minded gamers.

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Bilarro iron bands are a good emergency option

A trap that seems especially themed for artificers

Level 14 is when artificers gain access to a ton of rare gear, much of which is crazy in its capabilities. Take Bilarro's Iron Bands, for example, which seem especially suited to an artificer due to their mechanical nature. These bands are used to trap and restrain creatures of enormous size, which include everything from goblins to orcs to trolls. The user makes a ranged attack by throwing the bands and, when hit, the target is contained for up to 24 hours.

Creatures that can touch the tracks, including the target, can try to break them, but the DC to do this is high and can only be attempted by each creature once per day. As such, these packs are a relatively safe way to completely take a creature out of a fight without needing to kill it, proving to be a perfect option should the party need to detain a charmed member of their party or take an enemy hostage.

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Figurines of wondrous power can provide important help

Ivory goats are particularly versatile

The figurines of wondrous power are an incredibly organized and varied array of magical items that can be used to temporarily create a magical companion. Many of them resemble beasts, including lions, giant flies and goats. Most have specific stat blocks that they use to aid their creator, and many even have certain special abilities that set them apart.

The only figurine a 14th-level artificer cannot make is the obsidian steed, as it is considered very rare. 10th level artificers still have access to some of these, such as the silver raven.

Ivory goats are some of the most fun, capable of have their horns turned into magical weapons for the party to use. They can also be ridden as mounts or act as support during a fight. Other figurines can transform into beasts with flying speeds and high damage, meaning artificers can get a lot out of the different wondrous figurine variants.

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The giant strength of a hill belt can compensate for an artificer's strength deficiencies

Completing this class's ability scores

On the opposite end of the magic item spectrum are Belts of Giant Strength, or the Hill Giant Belt of Strength specifically, as that's the version that 14th-level artificers can create. These belts set a creature's strength score to a certain value unless it already exceeds that value, although in many cases, the creature's default strength is usually well below the belt

The Hillbelt Giant's Strength sets the score to 21, higher than it would normally be without magic items or epic benefits. Artificers may benefit from having greater strength in wielding weapons and wearing heavy armor, but their constitution and intelligence usually take priority. Having this belt would eliminate the need to put skill score improvements in strength in the first place.freeing up artificers to think much more about their mental statistics.

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An Evasion Ring Could Be the Difference Between Life and Death

Help with the game's most common saving throws

Finally, of the rare rings that 14th-level artificers can make for themselves, the Ring of Evasion is probably the most useful. This is because These rings help their users pass dexterity saving throws, the most common type in the game, especially to avoid damage. Artificers typically don't have especially high dexterity, so their chances of succeeding in these defenses are low at higher levels, even when they have the advantage.

Consequently, it's a good thing this ring doesn't just provide advantage or any other kind of mathematical bonus to dex defenses. Instead of, allows its user to choose to automatically succeed these saving throws multiple times per day, functioning almost like a legendary resistance. Anything that guarantees success in a roll in Dungeons and Dragons tends to be a statement item, and this ring is no exception, making it a perfect choice for any crafter.

Source: Dungeons and Dragons/YouTube (1, 2)