summation
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The artificial machine is versatile with a powerful magic option for utility with vivid damage, healing and limited spell slots.
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Can trip, such as utility orders such as Fire Bolt, Ray of Frost and Message, is useful for combat and support.
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Orders, such as feathers, resurrection and vision eyes, provide safety, revival and usefulness in various situations.
When using magic, the artificial player is in an interesting position. They are semi -casters, so they can access magic, but they focus on other things similar to Paladin. Nevertheless, their magical repertoire is powerful or powerful because it causes vivid damage to the enemy, heals allies, or does not have many other types of order slots.

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Therefore, you have an interesting option to make the character more efficiently, whether you are armor, battle smith, alchemist or artillery. In other words, it is important to remember what the build will focus because it provides options for multiple builds here.
11
Cane
Free order
You will often use a can trip unless the character focuses on weapons only. Therefore, there are several options between him and several utility can trip:
- Firebolt or Frost's Beam: Both are a good canic for long -range battle. It may be unnecessary if you fight a ranged weapon, but it works if a close character wants a ranged option in case.
- Boom or green fireworks blade: Both are excellent options for melee characters. Since these can trips are part of the attack, there is no need for additional attacks to cause them.
- message: It is useful to talk to the allies from afar without listening.
- repair: To fix things is your goal, and this can trip can heal some creations.
- Wizard Hand: A great cane trip for safety that deals with potentially dangerous things from afar.
10
Treat wounds
Safe
If you are not an alchemist, you are probably not the therapist of the party. Nevertheless, it is a good thing to prepare for treatment in case the treatment does not proceed as planned. You may not be a therapist, but who will try to upload them again when the therapist goes down?
There is also a fact that the 2024 player's handbook buffs a healing order to make a healing wound a seductive option at any time. If you want to help allies but do not want to waste too many spell slots, consider dying.
9
Faerie Fire
It fits better
Faerie Fire is a classic spell and requires enemy dexterity saving, but it is (generally good), especially for many people, so the effect is valuable. Basically, people in certain areas will roll up and fail to throw a savings, and it will be advantageous when everyone attacks the goal.
The advantage is that you can make a lot of differences in the fight, and there may be a big difference in all allies. The articles are also good at maintaining concentration, so it is a good class that causes this order.
8
Feather
Save yourself
The Feather Fall is a niche, but it is very helpful to use at least one character at the initial level. No matter what you and your friends fall or see someone falling, you can save up to five creatures to avoid fall damage.
After all, you can throw it away with things you can fly like with spells or magic items. Nevertheless, the Feather Fall can also take more risks in combat because falling is not a problem.
7
backup
More health
The original is another popular choice among the therapist characters, but you can get this if the healer does not. Since the influence of aid is limited to three goals, it can be helpful if the parties are large.

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The higher the maximum health and the higher the order slot, the more health is. This spell can be stacked at a temporary hit point, and the healer can further improve things with the festival of heroes.
6
Remove the magic
halt!
Not all artificial instruments can have a counter spell, so Dispel Magic is as good as getting it. It can help you to experience magic obstacles throughout your trip by simply invalidating the magic trap of DM and ignoring the coming puzzles.
Even if you have the cost of behavior, you can finish the spells that the enemies have successfully triggered and use them efficiently in combat. Stay slow and hypnotized patterns or fear can solve a lot of problems.
5
haste
go!
Limited, but HASTE provides second actions to the goal among many other small privileges. That makes you fear much more feared in the battle, and as mentioned earlier, you are a good class to keep your concentration, so you are effective regardless of your own or others.
It is especially useful even if there is already an additional attack. Now you can get more triggered by one attack (not 2) per round until the end of the hurry. At the end of the order, be careful with the helplessness that comes out.
4
resurrection
Rising, my friend
Take everything we said about treatment wounds. But make it more terrible. More worse than the therapist falls, the therapist is dead. Therefore, especially if DM targets the healer in detail due to support, it is especially a game changer.
In addition, there is a fact that we are talking about three -stage spells, so the therapist who tends to be all resurrected can revive people who can't do it because of the lack of order slots during the difficult fight.
3
Vision
Eye spy
This is a high -level spell slot, but it's a little niche market, but it's too powerful to ignore it. You can easily spy people far away as long as you have time to physically take your eyes in any place you need.

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It lasts for an hour, so you can enjoy an adventure with an invisible flying eye. In particular, only a powerful enemy can easily notice it, so most of the time is good.
2
OTILUKE's elasticity sphere
Capture or protection
If you have to survive the enemy, don't look anymore. It is effective to be trapped by this spell. Almost nothing can destroy the sphere and there is no weightlessness, so you can carry it with the object as if nothing is nothing. They can roll the spheres and move around, but their movements are reduced in half as if they were on a difficult terrain.
Because there is no damage (because it destroys the sphere but doesn't even harm the inside of the person), the sphere is useful for protecting the weak NPC that is too close to the fight.