Artificers inDungeons & Dragonsshow the potential of technology imbued with magic. Their key specialization lies in imbuing mundane items with magical properties. In the hands of the right Artificer, an ordinary weapon can become mechanized or enchanted with awesome magic. And with the right weapon, an Artificer can showcase their technological supremacy on the battlefield.

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Shatterspike

At first glance, Artificers inD&D 5emight not seem to need a weapon due to their affinity with magic. But an Artificer with the right magic item can give Artificers a tremendous advantage in combat. And with the right backstory, an Artificer’s weapon of choice can define their penchant for technology, obsession with the arcane, or love for tinkering.

Updated August 09, 2025 by Rhenn Taguiam:Artificers serve as proof that there’s a way to unify magic and technology in anyDungeons & Dragonsgame. Serving as mages with a knack for tinkering, Artificers become one of the Classes affected by the upcoming Strixhaven setting in the acclaimed TTRPG. This time around, Artificers will put their mastery of machinery over magic to the test against students of wizardry and magecraft. And for D&D players who want to reign supreme in this new setting, their Artificers may need the right weaponry to get the job done.

Acheron Blade

14Shatterspike

Shatterspike sounds like something taken out of a carnival or festival store, as it’s not necessarily that strong a weapon. However, an Artificer could greatly benefit from Shatterspike whenfaced with a troubling object. At its core, Shatterspike provides a +1 Attack and Damage Bonus to attacks.

Interestingly, where this weapon really shines as an Artificer piece is with its effect. If Shatterspike hits an object, its attack is immediately a critical hit and can deal either slashing or bludgeoning damage. Moreover, non-magical damage can’t harm this weapon, making this essentially a deterrent against most objects that can block the Artificer’s path such as doors and traps.

VIcious Weapon

13Acheron Blade

The Acheron Blade is a sword with a black blademade out of mysterious arcane alloy, making its crafting immediately associated with mages. Being a magic weapon, the Acheron Blade provides +1 Bonus to Attack and Damage Rolls alongside immunity to effects that turn undead. This seems like a weapon made precisely to combat holy forces, being something in tune with the darkness.

The Acheron Blade has two distinct effects. Firstly, the Dark Blessing gives Artificers a way to gain 1d4+4 Temporary Hit Points just by holding the blade. Secondly, attacks with this weapon fill enemies with dread to the point of forcing Disadvantage to their attacks until the end of the user’s next turn. Both effects regenerate every dusk.

Polymorph Blade

12Vicious Weapon

Artificers have the uncanny ferocity of a Spellcaster thirsty for knowledge, and the aggressive curiosity of a tinkering scholar. This makes a Vicious Weapon quite an adequate choice for them, being a way tosupplement their overall offensive prowess. Moreover, being just a Rare Weapon, the Vicious Weapon seems easily created at almost any kind of forge.

Interestingly, where the Vicious Weapon shines is in its effects. At its core, rolling a Natural 20 for an attack with this weapon grants extra 2d6 damage of the weapon’s associated type. As such, this weapon does give Artificers quite an impeccable melee edge should it be necessary.

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11Polymorph Blade

Befitting the Artificer’s knack for crazy toys, the Polymorph Blade represents the impeccable intuitiveness of the Class. Given its rarity, the Polymorph Blade is likely somethingmaster-crafted by a smithand imbued with magic from a powerful Spellcaster. Likewise, its effects could possibly be charged with real Spell slots to justify its effects in the game.

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At its core, Polymorph Blade acts like a handy substitute for the Polymorph Spell. If this blade is used to make a Natural 20 on the attack roll, the target has to make a DC 15 Wisdom Save on top of the regular attack. If the target fails, the target becomes the subject of the Polymorph Spell, with the weapon having its own reference for the transformed output from the Spell. However, being a Cursed weapon, the user becomes subjected to the same penalties if they incur a Natural 1 in an Attack Roll.

10Longbow

Just because an Artificer has a knack for magic doesn’t mean they can’t rely on a good old ranged weapon. With a Longbow, an Artificer can dish out1d8 Piercing damageto opponents as far as 150ft, up to 600ft as they gain skill. Despite its need for ammunition, the 1d8 damage from afar easily allows a Battlesmith Artificer to maintain distance while still picking off opponents.

Due to the Battlesmith’s nature, the Longbow will rely on the Artificer’sIntelligenceto make attacks. This easily gives Artificers an advantage, as high-enough Intelligence can almost always guarantee hits. Since Longbows are Common items, they’re found almost anywhere.

An Artificer using a pistol

9Pistol

Perhapsa more fitting ranged weaponfor the Artificer could come in the form of a Pistol. Unlike the Longbow, a Pistol boasts1d10 Piercing damage,albeit this time with a reach of 30ft to 90ft. As a Loading weapon, Pistols do take time to reload; however, their innate high damage make them superior to both a Longbow and a Hand Crossbow.

Given its thematic context, an Artificer can acquire a Pistol from the nearby blacksmith, or even craft one themselves. Artificers can infuse the Pistol with Repeating Shot, grab a Shield, and they can become a potent long-ranged combatant.

Weapon Plus

8Weapon +1, +2, +3

An Artificer could bring a weapon of their choice to a blacksmith to have them enhanced into their Weapon +1, +2, or +3 Variants.Compared to ordinary weapons, a Weapon +1 and its other variants become capable of overcoming Resistance to non-magical damage. Depending on the plus, the Artificer also gains abonus to Attack Rolls and Damage Rollsequal to the number denoted.

Artificers could of course simply achieve similar effects through the Enhance Weapon infusion. But Artificers could still benefit from the innate damage boost from any weapon within this variant. This is especially the case with Weapon +3, as even Enhanced Weapon can’t give the same +3 bonuses.

Ring of Spell Storing

7Ring Of Spell Storing

As a Spellcaster, the Ring of Spell Storing can do wonders for an Artificer. When attuned, the Artificer can have the Ringstore Spells up to Level 5. Anyone can store Spells within the Ring, provided they hold it while casting the said Spell. Whenever the Artificer casts a Spell from the Ring, they take on the same properties of their original Caster (e.g., the Spellcasting Ability, Attack Bonus, and Save DC).

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Wand of the War Mage

Artificers should likely use the Ring of Spell Storing fordefensivepurposes, as Shield and Absorb Elements greatly add survivability. Offensive Artificers could appreciate a few extra aggressive Spells from their peers, which can save them in a pinch. An Artificer can perhaps make a Ring of Spell Storing themselves, purchase this from an items merchant, or have a Wizard create this for them.

6Wand Of The War Mage

An Artificer who becomes a member of a War Mage band or guild may acquire the Wand of the War Mage. As the name implies, the Wand of the War Mage greatly enhances the Artificer’s potential for Spellcasting in direct combat – something a Battlesmith could take advantage of.

Based on the rarity of the Wand, the Artificer gains aboost in both Attack Rolls and Damage Rollswith the same number. Battlesmiths who want a more offensive approach can appreciate this Wand, as spell attacks channeled through the Wand will also ignore half cover, making this essential in fierce duels.

Staff of Power

5Staff Of Power

When acquired from a mage school or from an ancient temple, a Staff of Power can become an extremely potent weapon for an Artificer. The Staff of Power has all the basic properties of a Quarterstaff – albeit this time with+2 bonus to Attack Rolls and Damage Rolls. Artificers who hold the Staff also gain+2 bonuses to Spell Attack Rolls, Saving Throws, and Armor Class.

The Staff of Power is anattractive choice for a go-to weapongiven itshidden Spells, all of which cost one of 20 Charges to cast. These Spells includeFireball, Cone of Cold, Lightning Bolt,andMagic Missile, to name a few. With Retributive Strike, the Artificer can destroy the Staff can deal 16x the number of Charges left in the Staff. They also have a 50% chance to escape the ensuing explosion by traveling to another plane of existence.