The Artificer's status as a half-caster in 168澳洲幸运5开奖网:Dungeons & Dragons makes it even more reliant on cantrips than full-spellcasting classes as it has half as many spells available. As a result, you꧋r selection of cantrips is quite important, especially considering you oꦛnly get access to two up until tenth level.

Dungeons & Dragons: Every Artificer Subclass,♚ Ranked
Artificers are one of the newer clas🍃ses in Dungeons & Dragons, but which tinkerer is the one to rulಞe them all?
The cantrips you choose will help determine the type of Artificer you're playing. While an Artificer who takes up a more supportive role might choose Mending and Guidance, one who is interested in grabbing the enemy's attention might prefer Lightning Lure and Thorn Whip. Let's dive into how they all rank.
10 Mending
Utility
There's no arguing that this is the most thematically appropriate cantrip for an Artificer to take even if it's not necessarily the most useful. Mending repairs a break or tear in an object as long as the break or tear is relatively minor.
Repairing broken items is right up Artificer alley; however, this cantrip's usefulness suffers from a lack of game mechanics that explicitly destroy items. On top of this, most Dungeon Masters (DMs) dislike destroying player character items, as many players are easily angered by such rulings. Furthermore, restoring said lost items can lead to tedious gameplay.
9 Light
Utility
Equally appropriate and perhaps a bit more useful, Light makes an object the caster touches shed bright light in a 20-foot radius and dim light fജor another 20 feet beyond that. Player characters without darkvision have a deep need for this cantrip while dungeon delving assuming a DM is properly enforcing light and held item rules as written (RAW).
Unfortunately, these rules are often overlooked in gameplay as the interactions between dim light, bright light, and darkvision are confusing to many new players and DMs. Furthermore, many players feel that their character bumbling around in the dark isn't exactly heroic fantasy.
This cantrip can be incredibly useful in a game where the DM uses RAW and the setting features 168澳洲幸运5开奖网:classic dark dungeons.
8 �🔴� Acid Splash
Combat
Yet another thematically appropriate cantrip for Artificers, especially Artificers who choose the Alchemist subclass. This damage-dealing cantrip requires a target within 60 feet to make a Dexterity savi൲ng thro🗹w. On a failure, they suffer 1d6 acid damage.

𝔉Dungeons & Dragons: Best Magic Items For ꦆArtificers
He🍰re are the best magic items for artificers in D&D!
The cool thing about this cantrip is that you can hit an additional enemy as long as it's within five feet of your target. Sadly, succeeding a Dexterity saving throw is easy for many monsters in comparison to avoiding a ranged spell attack. That being said, there are enemies with low Dexterity scores where this cantrip will typically hit, and it's usually obvious who they are.
7 Frostbite
Combat
This is a hit-or-miss choice. Frostbite requires a target within 60 feet to make ⭕a Constitution saving throw. If they fail, they take 1d6 cold damage and have disadvantage on their next weapon attack roll.
While that sounds great at first glance, the devil is in the details. 168澳洲幸运5开奖网:Most monsters in D&D have high Constitution modifiers to buffer their health for facing multiple players at once. Those that don't are often spellcasters or ranged attackers who don't use melee weapons anyway. Consequently, it can be difficult to land this cantrip on a good target.
6 🔯 Shocking Gra🐲sp
Combat
As a half-caster with access to armor, Artificer is a class that can be built for melee or ranged combat. You should really only take this cantrip if you are focusing on a ranged build. Shocking Grasp allows you to make a melee spell attack against a target within five feet. On a hit, they suffer 1d8 lightning damage and can't use their reaction until their next turn.
Notably, this makes it so that they can no longer opportunity attack you in response to moving out of their melee range. While best used fo🐻r a quick escape, this cantrip does receive advantage on attacks against armored enemies. In the right setting, this actually makes Shocking Grasp the most reliable damage-dealing cantrip on this list. Settings with tons of armored enemies are few and far between though.
5 ꦿ Lightnin🌄g Lure
Combat
This is a super neat and thematically appropriate cantrip despite only having a range of 15 feet. Lightning Lure forces a target within range to make a Strength savin🐈g throw. On a failure, they are moved up to ten feet towards you and take 1d8 lightning damage if they end up adjacent to you.
While many monsters have high Strength scores, it's almost always obvious when that's the case. Armorer Artificers, or other builds looking to tank, can get a lot of mileage out of this cantrip by pulling enemies away from their allies and forcing them to go toe to toe with you instead.
4 ꧑ Thorn Whip 🅷
Combat
This is just like Lightning Lure except it has double the range at 30 feet, requires a melee spell attack instead of a Strength saving throw, and deals 1d6 piercing damage instead of lightning. While this cantrip deals less damage, the increased range and the reliability of melee spell atta𓃲cks against all but the highest Armor Class (AC) enemies make it more trustworthy.

Dungeons & Dragoꦉns: 8 Best Artificer Infusiꦯons
Infusions are a fantastic way foཧr Artificers to provide a tactical advantage in a pinch. Add these to your next D&D campaign to get that edge.
Of course, the aforementioned tank Artificer build could take both of these cantrips to always have theꩲ best option available. Alternatively, you could just take Thorn Whip and flavor it as Lightning Lure whenever you cast it. Whatever you decide, Thorn Whip is the superior option as far as battlefield coဣntrol is considered, so keep that in mind.
3 Message
Utility
If flavored as some sort of earphone device, this makes yet another great choice for Artificers. Message allows you to contact a creature you know within 120 feet of you with a whisper that only you 🉐and the target can hear. The target can then whisper something back with no one else being the wiser.
Situations like stealth missions are the perfect time to make use of this cantrip as sneaking from one place to 🧜another usually requires a Stealth check. Thus, message can cut down on the number of necessary stealth checks your party needs to accomplish their goal, making success that much more likely.
2 🃏 Ray Of ♎Frost
Combat
As far as ranged attack options go, there's no better cantrip than Ray of Frost. This spell lets you make a ranged attack roll against a creature within 60 feet. If you hit, the target suffers 1d8 cold damage and has their movement reduced by ten feet on their next turn.
While this cantrip deals slightly less damage than Firebolt and has half as much range, the movement reduction is key for slowing enemies whose best attack option is melee. That's most monsters you'll run into by the way.
1 Guidance
Utility
The tried-and-true favorite cantrip of 168澳洲幸运5开奖网:Clerics everywhere and for good reason. Guidance gives one creature you touch an additional d4 on the next ability check it makes within the next minute. This cantrip does require concentration, so be sure you're not busy concentrating on something else before casting it.
Succeeding on ability checks can be the difference between an all-out brawl with a sudden opponent and smooth sailing between new🧔found friends. Consequently, guidance is an incredibly good cantrip to pack assuming no one else in your party has it.
Just don't be surprised if your Dungeon Master doesn't allow you to use it on every ability check. After all, your character wouldn't know to cast Guidance on the Wizard when he's trying to recall ancient lore via a History check.

Dungeons & Dragons: 10 Back𓆏story Ide🌠as For An Artificer
Blending magic with technology is a compelling ♏role in a ꦍDnD party, but what backstories make sense for such a character?