ContrapuntalAnt
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"So art lies hid by its own artifice" - an artificer guide
This guide is now updated to the latest version of the artificer found in Tasha's Cauldron of Everything, previously found in Eberron: Rising from the Last War. Please let me know if I've missed anything.
Tasha's provides a new subclass, the Armourer, adapted from the UA version, as well as a few additions and amendments. This compares to a large shift from the previous version, which mechanically put a lot of reliance on a (now non-existent) spell called arcane weapon.
Comments, corrections and suggestions are all welcomed.
Contents
1. Attributes
2. Class features
3. Race options
4. Proficiencies & backgrounds
5. Specialisms
6. Spells
7. Infusions
Colour code
Goldenrod [#FBA026] = amazing, almost compulsory.
Turquoise [#1ABC9C] = grade A, often an optimal choice.
Blue [#2C82C9] = grade B, a solid option.
Black = grade C, a pass mark, but not great.
Purple [#553982] = situational, usually sub-optimal but can occasionally shine.
Red [#B8312F] = probably a poor choice, weaker or less synergistic than other options.
NOTE: in the end this is an RPG, and the most fun is had by playing cool ideas and trying things out. The ratings I give are my subjective opinions on the efficacy, primarily in mechanical terms, of different options. The colours allow an 'at-a-glance' view. Please do not let them stop you playing your planned character idea. This is particularly so in 5e, where no matter which options you pick you are unlikely to find the end result unplayable. You do you.
1. Attributes
Strength: you can be a front-line fighter as an artificer, but you'll be using Intelligence or Dexterity if you do so. Get someone else to carry all your stuff.
Dexterity: no longer primary since E:RftLW, this is still an excellent stat. It assists with things like Thieves Tools and a host of useful skills, as well as initiative of course.
Constitution: we all like hit points.
Intelligence: your spellcasting stat, while also affecting your specialism abilities. This is primary, and should be as high as you can make it.
Wisdom: a useful skill stat, with the ubiquitous Perception, as well as being a common save to make.
Charisma: much like Wisdom, except there are probably much better people to be the party face. This might change if you're playing a dragonmarked character in Eberron - you'll garner attention so it's useful to be able to do some of the talking!
2. Class features
Magical Tinkering: this is effectively extra cantrip effects, but the indefinite duration is worth noting.
Spellcasting: it's good to see the artificer back as a half-caster. You have a delightfully characterful method for preparing new spells (modifying your spell focuses) and some great spells, but remember that you have very limited spell slots so make them count! One point you might not notice on first reading is that the artificer can swap out cantrips as they level up. Your GM might allow you to do this already, but RAW other casters cannot.
Infuse item: what would an artificer be without creating magic items? Again I'll go through the individual infusions later on.
Artificer Specialist: now with four options.
The Right Tool for the Job: a flavourful ribbon mostly, very appropriate.
Tool Expertise: good old expertise. Tools are typically narrower in application than skills, but you have quite a few tool proficiencies to apply it to. Disarming traps will probably be the most frequent use.
Flash of Genius: the saving throw part of this is simply excellent. We all know how powerful the Paladin's Aura of Protection is, and while the uses are limited and a reaction is required, we get a 30ft range immediately.
Magic Item Adept: how useful this is depends very much on your campaign.
Spell-Storing Item: an interesting variant on the wizard's Spell Mastery... which we now get at level 11?! I suppose it makes up for the removal of our 2nd attack feature. Note that the item can be used by anyone and uses your spellcasting modifier, so hand it to that 1st-level NPC and save the party's actions for greater things.
Magic Item Savant: a simple extension of Magic Item Adept.
Soul of Artifice: I'm not usually that interested in capstone abilities, as you're so rarely at the level to be using them, but this is nice enough! You get some serious staying power.
3. Race options
If you're using the optional rules in Tasha's Cauldron of Everything then you can change around many racial abilities, including ability scores. This obviously makes any race flexible and suitable for any class, allowing you to pick a race purely based on character concept without sacrificing much mechanically. The following ratings are based on the races presented as they are, without these alterations.
PHB - core
Hill Dwarf: not that great. Neither Dex nor Int, though the base Con bonus isn't bad for any class. Darkvision is always good. In Eberron you'd much prefer a dragonmarked dwarf however.
Mountain Dwarf: Worse than hill dwarf, most of the time. Unless you're building a strength-based artificer, leave this alone. The armour training is wasted either way, as you get those proficiencies as part of the class.
High Elf: not bad at all! One of the best races stat-wise. Add darkvision, keen senses, trance, and you can't go wrong. The weapon proficiencies are very useful early on, until your specialisms make them largely defunct - that is unless you take green-flame blade as your cantrip. That works nicely, as an Alchemist in particular, if you have a good enough attack stat.
Wood Elf: not quite as great as high elf, with no Int boost, and a bit of an odd one flavour-wise. But if it's what you envisage for your character, the base elf stats are solid enough to make it work.
Dark Elf: compared to the other elves, it's just not worth the sunlight sensitivity. Better in an underdark/Ravenloft campaign.
Lightfoot Halfling: both halfling subraces are appropriate, with a Dex boost and Lucky. Remember that the small size rules out heavy crossbows.
Stout Halfling: Con is better than Cha, but generally much the same.
Human: a uniform stat boost is uninteresting, but obviously workable, and does increase intelligence.
Variant Human: if you want a feat, then this is the place to go. Artificers aren't feat-dependant, but there are lots of nice options. Crossbow Expert becomes worthy from level 5, and while it would be an underwhelming start it allows an ASI at level 4.
PHB - alternate
Dragonborn: not the typical artificer, with boosts to Str and Cha. The breath weapon is a nice feature but there is little else going for the race mechanically.
Forest Gnome: weirdly the better gnome subclass.
Rock Gnome: they're both good though, even if Tinker is a bit duplicative.
Half-Elf: you're better off fully elf or fully human, Cha isn't your thing. But you do at least get darkvision, and can pick +1/+1 to Dex and Int.
Half-Orc: much like mountain dwarf, unless you're building a strength-based character this isn't much help. At least there's no wasted ability alongside the strength boost.
Tiefling: Int and darkvision, but Cha isn't much use unless you're somehow the party face.
E:RftLW - Eberron races
Changeling: +2 Cha isn't a great start for most artificers, but your choice of a secondary increase allows you to get +1 Int. The main thing about this race is the Shapechanger ability, which can be of much use.
Bugbear: much like the half-orc.
Goblin: no Int bonus, but Dex and Con are the next best thing, plus a smattering of useful abilities.
Hobgoblin: this is a great race to be an artificer. Martial Training is only useful early on, but everything else is useful. Saving Face is a wonderful boost to saving throws; you can only use it once per rest, but you don't use the ability up unless it will make the difference.
Kalashtar: the unique and interesting core ability (Mind Link) makes this similar to the Changeling, but neither stat increase is that useful to you. Choose if you wish.
Orc: see half-orc, but with a slightly worse set of abilities if anything.
Shifter: none of the four options are particularly synergistic for you in this variation, with one or both of the stat increases being poor. At least you get darkvision.
Warforged: some really solid abilities here, with +2 Con, +1 Int and +1 AC making you a particularly sturdy artificer, great for a front-line Battle Smith.
E:RftLW - dragonmarked race variants
Mostly if selecting one of these race variants you'll have a story-based reason for doing so. But in terms of the stats, some are obviously better than others. Note that all now add spells to classes with Spellcasting or Pact Magic.
Mark of Detection: better than the original half-elf, as far as the artificer is concerned. Wis is slightly better than Cha, and you can still get +1 Int. Then add free spells and a bonus to Int (Investigation) checks.
Mark of Finding: Wis is better than Str for you, so an improvement over the original half-orc.
Mark of Handling: you can get +1 Int - but unless you really like animals, the variant human is better.
Mark of Healing: as per the normal halfling; a solid base with an unexceptional addition.
Mark of Hospitality: as above. Sleep is amazing at level 1, but going forward +1 Cha is poor.
Mark of Making: here we go - a premium artificer race for House Cannith, which is known for its artificers. Maker's Gift is a bit redundant, but everything else is just excellent.
Mark of Passage: not the archetypal artificer house, but an excellent set of abilities.
Mark of Scribing: these aren't your typical gnomes, and your typical gnomes are better are being an artificer than these are.
Mark of Sentinel: pass.
Mark of Shadow: the elf base remains a good starting point, but Cha isn't great. Invisibility is probably the best part of this, along with adding pass without trace to your spell list.
Mark of Storm: as a swap from the Wayfinder's Guide, this is now the least helpful half-elf version.
Mark of Warding: this, thankfully, fulfils the spot of the dwarven artificer. I remember thinking this when the WGtE was released, and it holds true with the latest artificer incarnation.
Volo's Guide to Monsters
Aasimar: much like dragonborn, the Aasimar have an interesting single-use effect, but do not have the best stat increases for a typical artificer build.
Firbolg: similarly, some interesting features but poor stat increases. As-written, they are also unlikely to be artificers story-wise, but don't let this stop you if you have an appropriate character idea!
Goliath: similar use to the hill dwarf, but without darkvision. At least you can fix that with goggles. If you want to make a strength-based artificer, then it will work.
Kenku: the main decision as to playing a kenku will be whether you're willing to role-play the Mimicry trait. As far as the artificer goes, the +2 Dex is solid.
Lizardfolk: if your campaign is set in the wilderness then Cunning Artisan is a way of getting targets for your infusions at a pinch, I suppose. +2 Con is ok for most classes, and the proficiencies and Natural Armour don't hurt. It's a shame that the bite attack is via strength.
Tabaxi: it's a +2 Dex race with ok, if not astounding features.
Mordenkainen's Tome of Foes
Eladrin: once again, the elf base is good. While not as tailored to the artificer as the high elf, Fey Step is simply a wonderful ability. If the +1 Cha were something more useful I'd rate the race as turquoise or gold.
Sea Elf: +1 Con is a good addition to the Dex. Obviously better in a sea-based campaign.
Shadar-Kai: like Fey Step, you have a bonus action teleportation (with a minor bonus at level 3) which is just amazing. +1 Con is better than +1 Cha. The reason this isn't turquoise? Your teleportation is every long rest, instead of short rest as per the Eladrin.
Duergar: much like the drow, this is better in an underdark/Ravenloft campaign, but the dwarf base is worse than an elf for most artificers.
Githyanki: strength and intelligence is a rare combination... the Int is obviously good, but the Str is wasted on you.
Githzerai: wisdom and intelligence is also a rare combination, slightly better than the githyanki.
Deep Gnome: unlike the other 'deep' races, deep gnomes do not have Sunlight Sensitivity! The gnome base is excellent, +1 Dex is good and increased darkvision is probably better than the forest gnome bonuses. Even better than gold in an underdark campaign.
Hill Dwarf: not that great. Neither Dex nor Int, though the base Con bonus isn't bad for any class. Darkvision is always good. In Eberron you'd much prefer a dragonmarked dwarf however.
Mountain Dwarf: Worse than hill dwarf, most of the time. Unless you're building a strength-based artificer, leave this alone. The armour training is wasted either way, as you get those proficiencies as part of the class.
High Elf: not bad at all! One of the best races stat-wise. Add darkvision, keen senses, trance, and you can't go wrong. The weapon proficiencies are very useful early on, until your specialisms make them largely defunct - that is unless you take green-flame blade as your cantrip. That works nicely, as an Alchemist in particular, if you have a good enough attack stat.
Wood Elf: not quite as great as high elf, with no Int boost, and a bit of an odd one flavour-wise. But if it's what you envisage for your character, the base elf stats are solid enough to make it work.
Dark Elf: compared to the other elves, it's just not worth the sunlight sensitivity. Better in an underdark/Ravenloft campaign.
Lightfoot Halfling: both halfling subraces are appropriate, with a Dex boost and Lucky. Remember that the small size rules out heavy crossbows.
Stout Halfling: Con is better than Cha, but generally much the same.
Human: a uniform stat boost is uninteresting, but obviously workable, and does increase intelligence.
Variant Human: if you want a feat, then this is the place to go. Artificers aren't feat-dependant, but there are lots of nice options. Crossbow Expert becomes worthy from level 5, and while it would be an underwhelming start it allows an ASI at level 4.
PHB - alternate
Dragonborn: not the typical artificer, with boosts to Str and Cha. The breath weapon is a nice feature but there is little else going for the race mechanically.
Forest Gnome: weirdly the better gnome subclass.
Rock Gnome: they're both good though, even if Tinker is a bit duplicative.
Half-Elf: you're better off fully elf or fully human, Cha isn't your thing. But you do at least get darkvision, and can pick +1/+1 to Dex and Int.
Half-Orc: much like mountain dwarf, unless you're building a strength-based character this isn't much help. At least there's no wasted ability alongside the strength boost.
Tiefling: Int and darkvision, but Cha isn't much use unless you're somehow the party face.
E:RftLW - Eberron races
Changeling: +2 Cha isn't a great start for most artificers, but your choice of a secondary increase allows you to get +1 Int. The main thing about this race is the Shapechanger ability, which can be of much use.
Bugbear: much like the half-orc.
Goblin: no Int bonus, but Dex and Con are the next best thing, plus a smattering of useful abilities.
Hobgoblin: this is a great race to be an artificer. Martial Training is only useful early on, but everything else is useful. Saving Face is a wonderful boost to saving throws; you can only use it once per rest, but you don't use the ability up unless it will make the difference.
Kalashtar: the unique and interesting core ability (Mind Link) makes this similar to the Changeling, but neither stat increase is that useful to you. Choose if you wish.
Orc: see half-orc, but with a slightly worse set of abilities if anything.
Shifter: none of the four options are particularly synergistic for you in this variation, with one or both of the stat increases being poor. At least you get darkvision.
Warforged: some really solid abilities here, with +2 Con, +1 Int and +1 AC making you a particularly sturdy artificer, great for a front-line Battle Smith.
E:RftLW - dragonmarked race variants
Mostly if selecting one of these race variants you'll have a story-based reason for doing so. But in terms of the stats, some are obviously better than others. Note that all now add spells to classes with Spellcasting or Pact Magic.
Mark of Detection: better than the original half-elf, as far as the artificer is concerned. Wis is slightly better than Cha, and you can still get +1 Int. Then add free spells and a bonus to Int (Investigation) checks.
Mark of Finding: Wis is better than Str for you, so an improvement over the original half-orc.
Mark of Handling: you can get +1 Int - but unless you really like animals, the variant human is better.
Mark of Healing: as per the normal halfling; a solid base with an unexceptional addition.
Mark of Hospitality: as above. Sleep is amazing at level 1, but going forward +1 Cha is poor.
Mark of Making: here we go - a premium artificer race for House Cannith, which is known for its artificers. Maker's Gift is a bit redundant, but everything else is just excellent.
Mark of Passage: not the archetypal artificer house, but an excellent set of abilities.
Mark of Scribing: these aren't your typical gnomes, and your typical gnomes are better are being an artificer than these are.
Mark of Sentinel: pass.
Mark of Shadow: the elf base remains a good starting point, but Cha isn't great. Invisibility is probably the best part of this, along with adding pass without trace to your spell list.
Mark of Storm: as a swap from the Wayfinder's Guide, this is now the least helpful half-elf version.
Mark of Warding: this, thankfully, fulfils the spot of the dwarven artificer. I remember thinking this when the WGtE was released, and it holds true with the latest artificer incarnation.
Volo's Guide to Monsters
Aasimar: much like dragonborn, the Aasimar have an interesting single-use effect, but do not have the best stat increases for a typical artificer build.
Firbolg: similarly, some interesting features but poor stat increases. As-written, they are also unlikely to be artificers story-wise, but don't let this stop you if you have an appropriate character idea!
Goliath: similar use to the hill dwarf, but without darkvision. At least you can fix that with goggles. If you want to make a strength-based artificer, then it will work.
Kenku: the main decision as to playing a kenku will be whether you're willing to role-play the Mimicry trait. As far as the artificer goes, the +2 Dex is solid.
Lizardfolk: if your campaign is set in the wilderness then Cunning Artisan is a way of getting targets for your infusions at a pinch, I suppose. +2 Con is ok for most classes, and the proficiencies and Natural Armour don't hurt. It's a shame that the bite attack is via strength.
Tabaxi: it's a +2 Dex race with ok, if not astounding features.
Mordenkainen's Tome of Foes
Eladrin: once again, the elf base is good. While not as tailored to the artificer as the high elf, Fey Step is simply a wonderful ability. If the +1 Cha were something more useful I'd rate the race as turquoise or gold.
Sea Elf: +1 Con is a good addition to the Dex. Obviously better in a sea-based campaign.
Shadar-Kai: like Fey Step, you have a bonus action teleportation (with a minor bonus at level 3) which is just amazing. +1 Con is better than +1 Cha. The reason this isn't turquoise? Your teleportation is every long rest, instead of short rest as per the Eladrin.
Duergar: much like the drow, this is better in an underdark/Ravenloft campaign, but the dwarf base is worse than an elf for most artificers.
Githyanki: strength and intelligence is a rare combination... the Int is obviously good, but the Str is wasted on you.
Githzerai: wisdom and intelligence is also a rare combination, slightly better than the githyanki.
Deep Gnome: unlike the other 'deep' races, deep gnomes do not have Sunlight Sensitivity! The gnome base is excellent, +1 Dex is good and increased darkvision is probably better than the forest gnome bonuses. Even better than gold in an underdark campaign.
4. Proficiencies & backgrounds
Armour & weapons
Medium armour + shields is enough, you likely have solid dexterity anyway. For the first few levels it would be nice to have better weapons, but later on it won't matter.
Tools
Predictably you get a good set of tool proficiencies. Thieves' tools will be exceptionally useful, and much like a rogue the artificer makes an excellent 'trap-detector' role. Tinker's tools are probably more fluff than use, as is your choice of artisan's tools. Pick your free tool choice carefully with your spellcasting in mind - how do you imagine creating the focuses for your spells?
Saves
Proficiency in constitution and intelligence saving throws. Like most classes you get one primary save (Dex, Con, Wis; roughly corresponding to Reflex, Fortitude and Will from previous editions) and one secondary save (Str, Int, Cha). Constitution is amazing as a primary save for a caster, because it's used for keeping up concentration spells.
Class skills
Arcana: part and parcel of your role as a magical 'scientist', it's hard to imagine an artificer without this skill.
History: you likely have a good intelligence stat so you're as good as any at this skill, but it's unlikely to be a priority.
Investigation: you have good intelligence and this is a generally useful skill.
Medicine: if you choose spare the dying as a cantrip, then you don't need this. Otherwise it can be useful when magical healing is sparse.
Nature: another intelligence skill, but not one you're likely to prioritise.
Perception: practically gold. This is an extremely useful skill for anyone, but particularly if your job is to sort traps for the party. Your wisdom score is unlikely to be exceptional, so having proficiency really helps.
Sleight of Hand: you have a high dexterity score, so you'll be good at this. Whether you want to be is a matter for you.
Non-class skills
Athletics: you generally want this or acrobatics if you can. Since you're likely to have good dexterity, choose the other one.
Acrobatics: as athletics, but this time tied to a far better stat. Escape grapples with ease.
Stealth: a dexterity-based skill which is useful to have across the party.
Religion: much like history and nature, you'll be good at this, but you don't have many skill choices so probably have better things to pick.
Animal handling: leave it to the ranger - only one person in the party really needs this.
Insight: a useful skill to have on multiple characters, it's the social version of perception. How useful this is in practice depends somewhat on how your GM deals with social encounters.
Survival: see animal handling.
Deception: probably the most useful social skill for someone who isn't focussing on them, because if someone is caught out in a lie then the whole group might be. Still, there are better options for you.
Intimidation: having this or persuasion can't hurt, but you're not the best party face.
Performance: charisma is likely a low stat for you, and it is not an essential skill.
Persuasion: a mirror to intimidation.
Backgrounds
DISCLAIMER: I personally believe that backgrounds should be selected primarily based on how you imagine your character's history, not on which option is most mechanically effective. Furthermore, the vast majority of GMs will let you modify a background or create a completely new one to fit your character idea. Be creative!
I have therefore put background ratings behind a spoiler. Feel free to ignore.
PHB backgrounds
Acolyte: extra languages aren't bad (potentially excellent, depending on your campaign), but the skill choices are definitely suboptimal.
Charlatan: you end up with a wide spread of tool proficiencies, probably more than you need. The skills are ok but not exceptional.
Criminal: thieves' tools duplicates with artificer, which makes it a 'wildcard' tool proficiency. Quite which tool set you want proficiency in over and above the artificer choices is unclear... this ends up being very similar to charlatan for you. The feature can be exceptional or a waste depending on how your GM plays it.
Entertainer: acrobatics is a great skill which you can't get through your class (or any other printed background so far, save through a wildcard duplication), but performance and a musical instrument are unlikely to be paired with a good enough charisma stat for most artificers.
Folk hero: a poor selection of skills and tool proficiencies for you.
Guild artisan: two social skills makes this more appropriate for a party face, and the artisan's tools is duplicative. [NB if you're running an Eberron campaign, there are a number of variants on this for the dragonmarked houses which fit rather better.]
Hermit: similar in utility to the acolyte. The Alchemist gets proficiency in the herbalism kit at level 3, so treat that as a wildcard tool proficiency - which you probably don't need.
Noble: history is a narrow skill but at least you're good at it. Another ok social skill.
Outlander: similar to the folk hero, not a great choice.
Sage: now this is quite appropriate. History again, which isn't amazing, but does suit your stat block. Arcana is a great skill and taking it via background enables you to select a different class skill. Two extra languages can't hurt, though how useful this is will depend on the campaign.
Sailor: perception is amazing, but athletics is sub-par unless you've created an odd strength build.
Soldier: another outlander in effect.
Urchin: two dexterity skills, but two tools is probably unnecessary, even including the wildcard.
E:RftLW background
House agent: slightly better than the guild artisan as investigation is good for you, but two tool sets is even more duplicative. You might speak to your DM about swapping the skills depending on which House you are part of.
SCAG backgrounds
City watch: similar to the soldier, though two languages are probably more useful than tools (campaign depending). Insight may or may not be better then intimidation for you.
Clan crafter: history is Int-based, and insight is ok. Again, a tool proficiency is duplicative.
Cloistered scholar: this is basically the sage is a different cloak. An excellent choice.
Courtier: two social skills, two languages. If you're somehow the party face then great, otherwise not exceptional.
Faction agent: very flexible depending on the faction-specific proficiency. It can be similar to sage again, except insight rather than history.
Far traveller: perception is great, insight is ok, and a language can't hurt. The tool proficiency is mostly flavour.
Inheritor: the compulsory survival isn't great for you, but you can take arcana which is a key skill for you. Sage or scholar is generally better.
Knight of the Order: as per inheritor, but with persuasion instead of survival. Take your pick.
Mercenary veteran: athletics and persuasion? Pass.
Urban bounty hunter: stealth and a social skill, of which insight is likely best. Again the duplicative tool proficiencies; remember that thieves' tools is a wildcard for you.
Uthgardt tribe member: this time it's the outlander in a different cloak. Not that useful.
Waterdhavian noble: and again with the noble. Nothing new here.
Acolyte: extra languages aren't bad (potentially excellent, depending on your campaign), but the skill choices are definitely suboptimal.
Charlatan: you end up with a wide spread of tool proficiencies, probably more than you need. The skills are ok but not exceptional.
Criminal: thieves' tools duplicates with artificer, which makes it a 'wildcard' tool proficiency. Quite which tool set you want proficiency in over and above the artificer choices is unclear... this ends up being very similar to charlatan for you. The feature can be exceptional or a waste depending on how your GM plays it.
Entertainer: acrobatics is a great skill which you can't get through your class (or any other printed background so far, save through a wildcard duplication), but performance and a musical instrument are unlikely to be paired with a good enough charisma stat for most artificers.
Folk hero: a poor selection of skills and tool proficiencies for you.
Guild artisan: two social skills makes this more appropriate for a party face, and the artisan's tools is duplicative. [NB if you're running an Eberron campaign, there are a number of variants on this for the dragonmarked houses which fit rather better.]
Hermit: similar in utility to the acolyte. The Alchemist gets proficiency in the herbalism kit at level 3, so treat that as a wildcard tool proficiency - which you probably don't need.
Noble: history is a narrow skill but at least you're good at it. Another ok social skill.
Outlander: similar to the folk hero, not a great choice.
Sage: now this is quite appropriate. History again, which isn't amazing, but does suit your stat block. Arcana is a great skill and taking it via background enables you to select a different class skill. Two extra languages can't hurt, though how useful this is will depend on the campaign.
Sailor: perception is amazing, but athletics is sub-par unless you've created an odd strength build.
Soldier: another outlander in effect.
Urchin: two dexterity skills, but two tools is probably unnecessary, even including the wildcard.
E:RftLW background
House agent: slightly better than the guild artisan as investigation is good for you, but two tool sets is even more duplicative. You might speak to your DM about swapping the skills depending on which House you are part of.
SCAG backgrounds
City watch: similar to the soldier, though two languages are probably more useful than tools (campaign depending). Insight may or may not be better then intimidation for you.
Clan crafter: history is Int-based, and insight is ok. Again, a tool proficiency is duplicative.
Cloistered scholar: this is basically the sage is a different cloak. An excellent choice.
Courtier: two social skills, two languages. If you're somehow the party face then great, otherwise not exceptional.
Faction agent: very flexible depending on the faction-specific proficiency. It can be similar to sage again, except insight rather than history.
Far traveller: perception is great, insight is ok, and a language can't hurt. The tool proficiency is mostly flavour.
Inheritor: the compulsory survival isn't great for you, but you can take arcana which is a key skill for you. Sage or scholar is generally better.
Knight of the Order: as per inheritor, but with persuasion instead of survival. Take your pick.
Mercenary veteran: athletics and persuasion? Pass.
Urban bounty hunter: stealth and a social skill, of which insight is likely best. Again the duplicative tool proficiencies; remember that thieves' tools is a wildcard for you.
Uthgardt tribe member: this time it's the outlander in a different cloak. Not that useful.
Waterdhavian noble: and again with the noble. Nothing new here.
5. Specialisms
We are now back to three specialisms. All follow a similar pattern, starting off with a tool proficiency (which I won't comment on), extra spells, and a pet or ability.
The Alchemist
Alchemist spells: unfortunately the lower-level crowd-control spells are gone from this list now, but they still neatly synergise with Alchemical Savant.
Experimental Elixir: even more versatility, including giving access to (a very slow form of) flight at 3rd level.
Alchemical Savant: this makes you a solid secondary healer, but the fact is you don't have that many spell slots. The fact that the offensive buff affects fire damage now makes the cantrip situation much improved at least. Not as good as an extra attack, but no complaints.
Restorative Reagents: free lessor restoration is great, but those temporary hit points are just wonderful. Your 1st level slots make amazing healing potions now, although note this does not double up with Alchemical Savant.
Chemical Mastery: again, greater restoration and heal are nice spells to have on hand. Not so dramatic a bonus to have at this level.
The Armourer
Armourer Spells: some overlap with the Artillerist, providing good area spells which are great given your low number of spell slots. No shield and no wall spells until 17th level, so not quite as good, but close.
Arcane Armour: well, you're in power armour now... this doesn't do a great deal mechanically though.
Armour Model: this is the functional part. Oddly, the main boost is the in-built attack, which allows you to use your intelligence modifier like the Battle Smith does generally.
Extra Attack: no comment necessary.
Armour Modifications: extra infusions! Specific to your power armour, but that encompasses boots / helmet / weapon.
Perfected Armour: interesting affects, if not that powerful by this level.
The Artillerist
Artillerist Spells: damage-dealing spells abound (plus the excellent shield), but with so few spell slots it's the fact that so many are area-effect spells or walls that makes these so good. A great complement to the spells already on your list.
Eldritch Cannon: though only slightly changed, this feels a lot more setting-appropriate than the previous Arcane Turret ability. I'm particularly glad that setting it up is described as creating rather than 'summoning'. Gloss aside, this is a very strong use of your bonus action. You can choose small or tiny depending on whether you want a separate source from you, or alternatively whether you want to carry it with you.
Arcane Firearm: +1d8 and +Int have roughly equal expectation values, but this is more variable. Neither are as good as a 2nd attack feature, but it's nevertheless a solid damage boost to your main action.
Explosive Cannon: I don't like the feel of the detonation feature, but mechanically it's another option for you. The +1d8 damage to your bonus action is good; note it doesn't boost the Protector variation.
Fortified position: this is undeniably a powerful effect, particularly when combat doesn't require much movement so the group can stay together.
The Battle Smith
Battle Smith Spells: lots of concentration required unfortunately. I find this the least inspiring of the spell lists, but it is still extra spells, and shield at least is great.
Battle Ready: this makes you an extremely solid primary-Int combat character. No Arcane Weapon now unfortunately, which makes this slightly less impressive than it was before.
Steel Defender: and here is the pet, but a traditional one this time! Very happy to see the Iron Defender return - and now upgraded to steel. The combination of bonus action attacks and Deflect Attack is very solid. The attack is obviously worse than your own, but the damage is better than an off-hand attack would be without feats, and not needing two weapons to get it gives you other options. Post-Tasha it can now act undirected if you are incapacitated.
Extra Attack: no comment necessary.
Arcane Jolt: the healing option on this makes your Defender's attack useful in more situations, acting a bit like a repeatable healing word. You need to hit, but note that it applies to your own magical attacks too, not just your pet's, which makes this much more consistent and a really strong ability.
Improved Defender: not particularly game-changing, but any healing/damage buff is useful.
Alchemist spells: unfortunately the lower-level crowd-control spells are gone from this list now, but they still neatly synergise with Alchemical Savant.
Experimental Elixir: even more versatility, including giving access to (a very slow form of) flight at 3rd level.
Alchemical Savant: this makes you a solid secondary healer, but the fact is you don't have that many spell slots. The fact that the offensive buff affects fire damage now makes the cantrip situation much improved at least. Not as good as an extra attack, but no complaints.
Restorative Reagents: free lessor restoration is great, but those temporary hit points are just wonderful. Your 1st level slots make amazing healing potions now, although note this does not double up with Alchemical Savant.
Chemical Mastery: again, greater restoration and heal are nice spells to have on hand. Not so dramatic a bonus to have at this level.
The Armourer
Armourer Spells: some overlap with the Artillerist, providing good area spells which are great given your low number of spell slots. No shield and no wall spells until 17th level, so not quite as good, but close.
Arcane Armour: well, you're in power armour now... this doesn't do a great deal mechanically though.
Armour Model: this is the functional part. Oddly, the main boost is the in-built attack, which allows you to use your intelligence modifier like the Battle Smith does generally.
Extra Attack: no comment necessary.
Armour Modifications: extra infusions! Specific to your power armour, but that encompasses boots / helmet / weapon.
Perfected Armour: interesting affects, if not that powerful by this level.
The Artillerist
Artillerist Spells: damage-dealing spells abound (plus the excellent shield), but with so few spell slots it's the fact that so many are area-effect spells or walls that makes these so good. A great complement to the spells already on your list.
Eldritch Cannon: though only slightly changed, this feels a lot more setting-appropriate than the previous Arcane Turret ability. I'm particularly glad that setting it up is described as creating rather than 'summoning'. Gloss aside, this is a very strong use of your bonus action. You can choose small or tiny depending on whether you want a separate source from you, or alternatively whether you want to carry it with you.
Arcane Firearm: +1d8 and +Int have roughly equal expectation values, but this is more variable. Neither are as good as a 2nd attack feature, but it's nevertheless a solid damage boost to your main action.
Explosive Cannon: I don't like the feel of the detonation feature, but mechanically it's another option for you. The +1d8 damage to your bonus action is good; note it doesn't boost the Protector variation.
Fortified position: this is undeniably a powerful effect, particularly when combat doesn't require much movement so the group can stay together.
The Battle Smith
Battle Smith Spells: lots of concentration required unfortunately. I find this the least inspiring of the spell lists, but it is still extra spells, and shield at least is great.
Battle Ready: this makes you an extremely solid primary-Int combat character. No Arcane Weapon now unfortunately, which makes this slightly less impressive than it was before.
Steel Defender: and here is the pet, but a traditional one this time! Very happy to see the Iron Defender return - and now upgraded to steel. The combination of bonus action attacks and Deflect Attack is very solid. The attack is obviously worse than your own, but the damage is better than an off-hand attack would be without feats, and not needing two weapons to get it gives you other options. Post-Tasha it can now act undirected if you are incapacitated.
Extra Attack: no comment necessary.
Arcane Jolt: the healing option on this makes your Defender's attack useful in more situations, acting a bit like a repeatable healing word. You need to hit, but note that it applies to your own magical attacks too, not just your pet's, which makes this much more consistent and a really strong ability.
Improved Defender: not particularly game-changing, but any healing/damage buff is useful.
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