Tag Archives: The Artificer’s Guide to Magic Items

An Open Letter to D&D’s Game Developers About the Artificer (From a Humble Fanboy)

[The following is an excerpt from my ttrpg book, The Artificer’s Guide to Magic Items available here on DM’s Guild. In its first week it has already achieved Copper Bestseller status!]

Dearest Devs,

I know I have engaged in some light critique in this guide, but in all sincerity, I hold all of you in the highest respect. None of my comments or implications here are intended to be mean spirited or insulting. You have labored long to produce a game that millions of people across the world play and enjoy on a daily basis, myself included.

As you can see from this guide, I love the Artificer class. Thematically, it fills a gap that I’ve wanted to see addressed for many years. I must admit, however, that I’ve been disappointed in how the class has been supported since it first appeared in Tasha’s Cauldron of Everything. There have been a few new spells added to the Artificer’s spell list as new sourcebooks have come out, but none of them have been exclusive as far as I’ve seen. D&D Beyond has greatly expanded the list of items that can be replicated, but that’s about it.

Apart from that, it has received no additional infusions, no alternate class abilities, unique magic items, or new subclasses the way that the standard twelve classes have. It is a class that rarely appears in virtually any D&D merch, such as the gorgeous, officially licensed enamel pin set. A few of its class features, such as the 9th-level ability Armor Modifications, don’t work correctly on D&D Beyond, and it seems unlikely that the class will ever appear in Larian Studios’ recently released Baldur’s Gate III game, or indeed any other D&D-themed video game in the near future.

Perhaps it is too soon to tell, but it concerns me that there’s been very little about the class in the One D&D releases or interviews. When the Expert classes were released, the Artificer was listed in a footnote as being part of that type of class, but it was not explored the way that the Bard, Ranger, and Rogue were in the playtest materials. This leaves me wondering whether the Artificer class will have a place in the game moving forward.

I hope that it does.  

So, Wizards of the Coast, I challenge you to give the class the consideration it’s due. Make it a legitimate part of the game instead of a strange, often-overlooked curiosity. It may be easy for me on the outside to say this, but when it comes to the Artificer, give us more and give us better. The potential for the class is there, so please do what you can to see it fully realized.

Thank you for your time and consideration.

Si vales, valeo.

Matt Carson


Introducing The Artificer’s Guide to Magic Items 

Back in January, in my State of the Sector address, I mentioned that I was working on a Dungeons & Dragons supplement for the DM’s Guild. In my ignorance (or perhaps hubris), I thought it would be ready in March. Oh, you sweet, summer child.

But here’s the thing: While I may have grossly overestimated how long it would take to produce said supplement, I’m glad it came along in its own time. It allowed me to really make it great, thanks largely to the editor, designer and artist on this, Gabby, Natalia and Miguel. Now I’m proud to be able to introduce The Artificer’s Guide to Magic Items

What is it?

The Artificer’s Guide is a supplement for Dungeons & Dragon 5e for both players and Dungeon Masters. The book serves both as an expansion and fusion of the crafting systems found in the Dungeon Master’s Guide and Xanathar’s Guide to Everything. It takes a layered approach to item creation that ranges from mundane, non-magical items to powerful artifacts — and everything in between.

I would hardly be a copywriter if I didn’t include a list of features and benefits, so here you go:

  • Expanded item creation rules for non-magic items, magic items of all five standard rarities, scrolls & potions, sentient items, and artifacts.
  • Improve the value of gems and art objects, add new abilities to existing magic items, transfer abilities between items, and design new magic items from scratch.
  • Hire help in crafting or enchanting items, or engage your fellow party members in the process to create cooperatively.
  • Explore special crafting environments, tools, and components that can supercharge any player’s ability to craft — especially if they are an Artificer.
  • Discover ways to integrate Artificer class abilities into item creation, granting additional time savings and reduced creation costs.
  • 9 new spells exclusive to Artificers to unlock their crafting and creative potential.
  • 15 optional rules to fine tune the crafting and item interaction experience at your table. 
  • 22 new magic items that include crafting aids and ways to give all four Artificer subclasses an extra edge both in the lab and on the battlefield.
  • Includes handy worksheets with step-by-step instructions to keep track of all the numbers.

Why is it?

I am a big fan of the Artificer class that debuted in Tasha’s Cauldron of Everything. I love the idea of a character that uses magic to create stuff. It fills a gap that I’ve wanted to see addressed for a long time. Unfortunately, I feel that the class hasn’t been given the same attention and support that the other core classes in the game have received. There just feels like there’s something missing from it.

What’s worse, you have a class that’s devoted to making things, but the item creation rules in 5e feel half-hearted and don’t grant the Artificer class any advantages in crafting. According to the rules, if a Barbarian and an Artificer were both trying to create a staff of thunder and lightning, they would be on equal footing.

To me, that doesn’t fulfill the core fantasy of being an Artificer. It would be akin to a Bard not having the edge in drafting an epic poem, or a Paladin being equivalent to a Rogue when it comes to navigating the seedy underbelly of a crime syndicate.  

So, I did something about it. I created a crafting system using the framework of existing elements from both the Dungeon Master’s Guide and Xanathar’s Guide to Everything. In this resulting system, any class can craft items, but the Artificer has the chance to shine brightest. The system also integrates Artificer class abilities into the mix to give a little extra oomph to creating items.

Where is it?

You’ll be able to find it on the DM’s Guild soon. ‘Soon’ being in the next few weeks. Right now, the layout is done, and we’re in the process of getting a print-on-demand version sorted out. That’s right, there will be a hard-copy version of the book available at launch! UPDATE: The book took slightly longer to launch than originally thought, but the book it’s now available here!

The PDF version of the book is $4.99. If you want a hard copy, that version is $17.99.

Final Thoughts

The Artificer’s Guide is the first supplement that I’m releasing under the Sector M banner. Pretty soon, there will be a new part of my author website for Sector M Games. You’ll note that everything under the games banner will feature a green version of the classic Sector M logo.

So, yeah, this is my first release under Sector M Games, but I’m hoping it won’t be the last. I have some other projects in the works that I hope will soon join the Artificer’s Guide on DM’s Guild or on my website.

Until then, have a Happy Thanksgiving everyone!