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D&D 5E Does the Artificer Suck?

Zardnaar

Legend
That might seem true, but does making a bard or cleric - vs an artificer- fit how the player envisions thier character?

Just talking about the mechanics.

The artificer player wanted to test it out, hasn't messed his build up or anything.
 

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cbwjm

Seb-wejem
Artificer at my table seems to play fine, it is the biggest damage dealer, that's the barbarian and sorcerer, but it's working out fine and the player seems to be enjoying it. Granted I let them continue to use the archivist subclass but I'm not sure that is overwhelmingly better than the other subclasses.

As is, I'm not too fond of the artificer but mainly because I think that it fits better as an add-on for other classes (not a subclass, but an additional layer of customisation).
 

I have an artificer in my game I run. It's a Battle Smith currently level 6. I've seen it played since level 1.

Anyway it's not really impressing me. It's a half caster that's a bit meh at dealing damage compared with Paladins and Rangers.

It looks like it may get better latter around level 10 or so but that's to late imho.

And the other subclasses look worse than the battlesmith.

Rangers copped a lot if flak for sucking but this class seems worse.

Thoughts?

He's playing it wrong.
 


Artillerists giving 1d8+Int Temp HP in an aoe every bonus action trivializes much of Tier 1 and 2 combat.

Also note that Battle Smiths are one of the few classes that can use Elven Accuracy with Great Weapon Master.
 
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The artilerist is very good in the role of "I cast(or continue concentrating on) web and pulse my temphp turret" but for damage it doesn't really open up as a meaningful choice till 15 when it can pull out a second cannon.

Its not being built right.

10th level Artillerist (Fey Touched feat: Hex, Misty Step, Spellsniper: Eldritch blast)

Action: Eldritch blast 2d10 force (cantrip) +2d6 (hex) +1d8 force (arcane firearm)
Bonus action: Turret 3d8 force + 1d6 necrotic (hex)

That's 2d10+ 4d8 force damage + 3d6 necrotic (40 odd) damage every single round, using basically no resources.
 

Its not being built right.

10th level Artillerist (Fey Touched feat: Hex, Misty Step, Spellsniper: Eldritch blast)

Action: Eldritch blast 2d10 force (cantrip) +2d6 (hex) +1d8 force (arcane firearm)
Bonus action: Turret 3d8 force + 1d6 necrotic (hex)

That's 2d10+ 4d8 force damage + 3d6 necrotic (40 odd) damage every single round, using basically no resources.
Every class is better if it can steal enough from the warlock. Lol
 

Also note that Battle Smiths are one of the few classes that can use Elven Accuracy with Great Weapon Master.

Yup. At 6th level, he should have an AC of around 18 (+1 half plate) plus access to Shield, plus his Steel Defender imposing disadvantage on attacks 1/ round.

Offensively he has 2 x GWM Greatsword attacks with a +1 Brilliant Greatsword at around +8 to hit dealing 2d6+5 damage on each hit, and possibly blinding, plus a bonus action rend from his Steel Defender dealing an extra 1d8+3 at +7 to hit.

The Steel Defender is also an amazing HP sink (36 HP at this level, AC 15), that is easily resummoned or repaired with mending,
 

Every class is better if it can steal enough from the warlock. Lol

Warlock 2 avoids the Feat tax, and lets you add Cha to damage AND lets you push things back with Repelling blast.

Warlock 2, Artillerist 15 has got some crazy at will damage at 4d10+7d8+6d6+20 (plus being able to push the target back a total of 50')
 


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