Introduction
Magic Initiate doesn’t support Artificer as a choice because the Artificer isn’t in the Player’s Handbook. Instead, we have Artificer Initiate. In many ways it’s just Magic Initiate for the Artificer, but you give up one cantrip for a tool proficiency and the ability to use that tool as a spellcasting focus for Intelligence-based spellcasting.
Unfortunately, the only other Intelligence-based spellcasters are the Arcane Trickster Rogue, the Eldritch Knight Fighter, and the Wizard. Even for those classes, the benefits of a tool proficiency and using a tool as a spellcasting focus are very minor. You might get a magical tool that provides a bonus to your spell attacks and save DCs, but there are plenty of focuses which do that already and don’t require a feat.
The real benefit of Artificer Initiate is buried in the Artificer’s spell list. You get many cantrips available to the sorcerer or the wizard, including staple options like Booming Blade, but the Artificer has access to spells which the wizard doesn’t like Cure Wounds, Faerie Fire, and Sanctuary. Essentially, Artificer Initiate lets you get Intelligence-based spellcasting with access to spells which historically were only available to the bard, the cleric, and the druid. Unfortunately, the the classes which benefit are all Intelligence-based spellcasters who use the Wizard’s spell list.
For more information about spellcasting feats, including ratings of the various feats, see our Spellcasting Feats Guide.
Table of Contents
Disclaimer
RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance.
- : Bad, useless options, or options which are extremely situational. Nearly never useful.
- : OK options, or useful options that only apply in rare circumstances. Useful sometimes.
- : Good options. Useful often.
- : Fantastic options, often essential to the function of your character. Useful very frequently.
We will not include 3rd-party content, including content from DMs Guild, in handbooks for official content because we can’t assume that your game will allow 3rd-party content or homebrew. We also won’t cover Unearthed Arcana content because it’s not finalized, and we can’t guarantee that it will be available to you in your games.
The advice offered below is based on the current State of the Character Optimization Meta as of when the article was last updated. Keep in mind that the state of the meta periodically changes as new source materials are released, and the article will be updated accordingly as time allows.
Artificer Initiate Cantrip Options
The spell assessments here are adjusted for characters likely to use the Artificer Initiate feat, and spell options are trimmed down to spells which are on the Artificer’s spell list but not the Wizard’s.
For advice on cantrips that are on both the Artificer’s and the Wizard’s spell list, see Magic Initiate Cantrip Options, below. For a full list of available spell options and spell descriptions, see DnDBeyond. For assessments of the Artificer’s full spell list, see our Artificer Spell List Breakdown.
- PHB: Fantastic and versatile. You should probably cast this at every opportunity outside of combat.
- EEPC / XGtE: Wizards using Magic Stone will do more damage than those using Fire Bolt until 5th level when cantrip damage increases. But at level 5 wizards also get 3rd-level spells including Tiny Servant. Unlike a familiar, your tiny servant can attack. If you keep your servant within arms reach, you can cast Magic Stone, hand them the stones, and command them to attack with them. If you don’t mind spending every Bonus Action to do so, you might even upcast Tiny Servant to 4th level to get three servants and have each of them throw one stone per turn. This can get complicated if you move around in combat since your servants act on their own initiative and would need to follow you, but it may be worth the effort.
- PHB: Considerably more difficult to use than Guidance. Your best bet is to throw this on an ally before going into combat, but if you have that luxury you should be casting a better Concentration spell.
- PHB: Buy a Healer’s Kit instead. You don’t need proficiency to use it to stabilize a creature and it takes the same Action.
- PHB: Similar in many ways to Lightning Lure, but since it doesn’t rely on a Strength saving throw it’s easier to use on big, strong enemies. The range is also considerably better.
- EEPC: Sword Burst but worse.
Artificer Initiate Spell Options
The spell assessments here are adjusted for characters likely to use the Artificer Initiate feat, and spell options are trimmed down to spells which are on the Artificer’s spell list but not the Wizard’s.
For advice on cantrips that are on both the Artificer’s and the Wizard’s spell list, see Magic Initiate Spell Options, below. For a full list of available spell options and spell descriptions, see DnDBeyond. For assessments of the Artificer’s full spell list, see our Artificer Spell List Breakdown.
- PHB: Healing Word would be better, but it’s only available to the Alchemist and not to the core Artificer. If you’re desperate for a healing option better than a Potion of Healing this will suffice.
- PHB: A spectacularly effective offensive option at any level.
- PHB: A good way to improve your durability, but if this is the reason you’re here you might be better served by the Tough feat. You’ll also mitigate more total damage as you level with Absorb Elements or Shield since False Life won’t scale, but the damage that you take will.
- PHB: Take Ritual Caster instead.
- PHB: Potentially forcing enemies to give up an attack is great, and this doesn’t prevent the target from contributing via support spells, the Help action, summoned creatures, pets, etc.. Sanctuary also has a Bonus Action casting time, so you can attack or cast a cantrip in the same turn (likely before casting Sanctuary). However, since Sanctuary allows the attack to retarget their attack, Sanctuary isn’t as effective against ranged attacks.
- XGtE: Too situational.