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Deep Gnome Artificer Build Guide: Legacy Traits and Rules

Legacy Deep Gnome (Svirfneblin) from Elemental Evil Player’s Companion with the Artificer rules from Eberron: Rising from the Last War and Tasha’s Cauldron of Everything. Not the revised 2024 species rules.

From the Ceramic Dice editorial team. Rules references, corrections, and our use of assisted drafting are explained in our editorial standards.

Rules scope: This build uses the legacy Deep Gnome (Svirfneblin) traits from Elemental Evil Player’s Companion with the Artificer rules from Eberron: Rising from the Last War and Tasha’s Cauldron of Everything. It does not use the revised 2024 species rules. Ask your DM which options are in play.

Why play a Deep Gnome Artificer?

A Deep Gnome Artificer combines a tool-focused class with a species that is especially suited to scouting underground and rocky environments. The match is useful, but it does not grant automatic stealth, damage resistance, extra infusion power, or an advantage with every artificer feature. Your strongest benefits are more specific: strong Intelligence for the legacy rules, 120-foot darkvision, Gnome Cunning, and a situational bonus to hide in rocky terrain.

The legacy gnome traits increase Intelligence by 2, and the legacy Deep Gnome subrace increases Dexterity by 1. Your size is Small and your walking speed is 25 feet. You also have Gnome Cunning: advantage on Intelligence, Wisdom, and Charisma saving throws against magic. Deep Gnome’s Superior Darkvision extends to 120 feet, and Stone Camouflage gives advantage on Dexterity (Stealth) checks to hide in rocky terrain. These are fixed legacy ability increases; use a different score method if your table is using revised species rules.

Stone Camouflage does not make you invisible or let you hide when there is nowhere to hide. You still need the circumstances required to hide, and the advantage applies only when the rocky-terrain condition is met. Gnome Cunning is also narrower than general resistance to mental effects: it applies to the listed saving throws when the effect is magical.

Build your ability scores

Intelligence is the Artificer’s spellcasting ability and supports several class features. Dexterity helps with initiative, common saving throws, and Armor Class in light or medium armor. Constitution supports hit points and concentration. A legal 27-point-buy spread before the legacy species increases is Strength 8, Dexterity 14, Constitution 13, Intelligence 15, Wisdom 12, and Charisma 10. After the Deep Gnome increases, that becomes Strength 8, Dexterity 15, Constitution 13, Intelligence 17, Wisdom 12, and Charisma 10.

If your table uses the standard array, place 15 in Intelligence and 14 in Dexterity, then add the legacy increases for Intelligence 17 and Dexterity 15. Put the next best scores in Constitution and Wisdom. At 4th level, increasing Intelligence by 2 raises it to 19; a later Ability Score Improvement can bring it to 20. A feat can be a good choice when it suits your character, but it is not required for the build to function.

The Small size has one important weapon interaction: under the 2014 rules, a Small creature has disadvantage on attack rolls with a weapon that has the Heavy property. This does not reduce weapon damage, and it does not affect every two-handed weapon. Artificers can instead choose weapons without Heavy, use a subclass feature, or focus on spells and support.

Choose an Artificer specialty

Battle Smith

Choose Battle Smith if you want a companion and stronger weapon options. At 3rd level, Battle Ready lets you use Intelligence instead of Strength or Dexterity for attack and damage rolls with magic weapons. The Steel Defender acts on your initiative, after your turn, and can move and use its reaction on its own. Unless you spend a bonus action to command it to take another action, it takes the Dodge action. It does not use your spell save DC as a general bonus to its attacks.

This specialty can work well in a party that needs a durable helper, but the defender does not make you invisible or automatically create a safe place to hide. You and the defender still need to use cover, distance, and the terrain available in the encounter. If you want to ride it, check the mounted-combat rules and the situation with your DM.

Artillerist

Choose Artillerist for ranged magical damage or protection. Eldritch Cannon lets you create a Small or Tiny cannon; a Tiny cannon can be held in one hand. Creating and commanding it take actions specified by the feature, including a bonus action to activate it. It is not a turret you can continuously fire without using that action economy. The Protector option grants temporary hit points, while the Force Ballista and Flamethrower have their own ranges and effects. Darkvision can help you perceive in darkness, but it does not remove lighting, cover, or line-of-sight limits.

Armorer

Choose Armorer if you want magical armor and a choice between its Guardian and Infiltrator models. The armor’s special weapons use Intelligence for their attack and damage rolls. Armorer grants heavy armor proficiency, but its features do not remove the Strength requirement printed for heavy armor. If you wear heavy armor without the required Strength, the normal speed penalty applies. A Deep Gnome can use medium armor instead or plan for the heavy armor’s Strength requirement before choosing that equipment.

Alchemist

Choose Alchemist if you enjoy preparing elixirs and supporting the party. Experimental Elixir has a random effect when you create an elixir without expending a spell slot; you can choose the effect by expending a spell slot. The subclass does not grant general damage resistance, and its benefits do not increase just because you have a high Intelligence score. It can still be a good fit when its support tools match your campaign.

Use infusions and spells with their real limits

Infusions are a central Artificer feature, but their number, level prerequisites, and active-item limit come from the class table and feature text. Intelligence does not multiply an infusion’s effectiveness. Choose options that address your party’s needs and remember that an infused item can stop being infused when you exceed your limit or replace the infusion.

For example, Enhanced Defense can improve a suit of armor or a shield if the infusion’s requirements are met. Goggles of Night can help a character without darkvision, though this Deep Gnome already has 120-foot darkvision. Boots of the Winding Path are a later option with a bonus-action teleport and a specific restriction: you must have occupied the destination space earlier in the turn. Check each infusion’s level and item requirements before planning around it.

Artificers prepare spells from the Artificer list, and the class gains higher spell levels more slowly than a full caster. Faerie Fire and Cure Wounds are 1st-level options. Web, Heat Metal, and Enlarge/Reduce are 2nd-level spells and become available when your Artificer level grants 2nd-level slots. These spells require concentration where their descriptions say so, which means you cannot maintain multiple concentration spells at once. Review the spell description for casting time, range, components, and duration before relying on a tactic.

Use your tool proficiencies and Magical Tinkering to contribute outside combat, and coordinate your bonus action when a subclass or spell gives you another use for it. An Eldritch Cannon, a Steel Defender command, and a bonus-action spell may compete for the same turn. Planning around that action economy is more useful than assuming every construct or infusion operates automatically.

Feats, background, and table choices

War Caster can support concentration and spellcasting in the situations its text covers. Resilient (Constitution) can improve Constitution saves and grant proficiency in them. Fey Touched and Telekinetic can increase Intelligence by 1 and add distinct magical options. Choose a feat when its benefits fit your character and campaign; increasing Intelligence or Constitution with an Ability Score Improvement is also effective.

Guild Artisan, Clan Crafter, or Sage can support a maker, researcher, or workshop-focused character, while Far Traveler can frame a Deep Gnome adapting to the surface. Background features depend on the selected background and the campaign setting; they do not automatically grant workshops, extra crafting, or access to magic items. Work with the DM to connect your character’s tools and inventions to the places and people in the campaign.

In a dungeon, use the Deep Gnome’s darkvision to see in darkness and look for cover or rocky terrain before trying to hide. In combat, pick a role for your subclass and use your action, bonus action, and reaction deliberately. The combination rewards preparation and creative tool use, while its species features remain situational rather than a replacement for those choices.

Official rules sources

For more class options, see the D&D 5e Artificer Guide.