D&D 5E Does the Artificer Suck?

It's the S part not M of VSM that trips him up.

Clerics same issue.

No, you're ruling that wrong.

As long as the item is a Material component (spell focus for you) you can ALSO do the Somatic components with that same hand.

So if your Weapon (or Shield emblazoned with your Holy Symbol for clerics and paladins) is a Material focus for you, that hand can ALSO perform the S components of casting a spell while holding that item.

Meaning a S+B Cleric or Paladin with a Holy symbol emblazoned on their shield, an Artifcer using an infused weapon, Hexblades and Blade bards (and a Wizard, as long as the sword is a Staff) can cast most spells just fine.

They cant cast spells that lack a material component (but also have a somatic component) or spells with costly material components (because you cant substitute the foci for that component).
 

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Warforged (+2 Con, +1 Int) Battlesmith Artificer 6
S
: 10, D:10, Con: 16, Int: 16, Wis: 14, Cha: 8
HP: 51, AC: 19 (Half plate +1, Integrated protection)
Move: 20' InIt +5, Passive perception 15
Saves: Con +6, Int +6, Wis +2, Cha -1
Skills: Athletics +3, Arcana +6, Investigation +6, Perception +5, Insight +5
Tools: Thieves tools, Smiths tools, Tinker tools, Woocrafting tools, Alchemy kit, Tailors tools (all +9)
Feats: Alert
Infusions: Dazzling weapon, Enhanced Defence, Spell refuelling ring, Bag of holding, Enhanced offence, Reloading weapon
Cantrips: Mending, Light
Spells: Shield, Heroism, Cure wounds, Absorb elements, Detect Magic (R), Heat metal, Levitate, Branding smite, Warding bond, Invisibility (Slots 4/2)
Gear: +1 Half plate, +1 reloading pistol, +1 Dazzling Greatsword, tools.
Attack: 2 x Greatsword attacks +7, 2d6+4 damage (and blinding) plus Steel Defender rend (+6, 1d8+3 force)
Ranged: 2 x Pistol attacks, +7, 1d10+4 damage, plus Steel Defender rend (+6, 1d8+3 force)

It's him plus his Steel Guardian.

@Zardnaar please post your 6th level Paladin stats, and we can see how the two fair against each other. You can have whatever PHB items you want.

They're 20' away from each other, my Guardian is in the square in front of me. Well lit 30 x 30' room with a 20' ceiling.
Having 2 builds pvp each other is not a great way to decide which one is more useful to a party.

It's hard for a 6 battlesmith to provide something as useful as a +3/4 to all saves aura.

Artificers are strong enough to contribute meaningfully to any group.
But Alchemist and Armorer are trap choices.

My current fun Armorer idea is to make a Minotaur STRArmorer that combos the guardian thunder guantlets with booming blade and minotaur bonus action shove for some pseudo tank/control. Not sure how effective it'd be but the character sounds fun at least.
 


Instead he provides a Steel Guardian to help out, attracting attacks, deflecting attacks and doing utility stuff.

Plus also making magic items for the party (DM dependent).
I like artificers a lot, and I do think they can contribute a lot.

I'm playing one on a westmarch and the ability to seamlessly transition from tank / support / ranged attacker between missions based on the party makeup is super useful.

I also think that a small battlesmith that uses the steel defender as a controlled mount (that can still use its reaction to impose disadvantage on attacks against you) and then bonus action attacks with the now-non-level-restricted Homunculus is a super fun, flavorful, and strong (especially at T1/T2) enough character.
 
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My current fun Armorer idea is to make a Minotaur STRArmorer that combos the guardian thunder guantlets with booming blade and minotaur bonus action shove for some pseudo tank/control. Not sure how effective it'd be but the character sounds fun at least.
I fancy an Armorer without legs who switches between a Combat Wheelchair and his Power Armor as needed. I love the concept, but then I would be playing an Armorer. :(
 

If your playing support there's better classes eg various bards and clerics and they seem better at damage as well.
There is more to support than casting healing spells.

Can your bard/cleric supply the fighter with a magic weapon, and deal with locks and traps better than a rogue, and identify that artefact you just found, and send a bomb carrying drone into the dragon's mouth to kill it from the inside, and make a bag of holding to stuff the dragon's treasure into, whilst brewing up a solution to the room flooded with poison gas you need to escape through?

In my experience, the real strength of the artificer is what is written between the lines of the rules - their ability to MacGyver solutions to whatever problems they come across.
 

Instead he provides a Steel Guardian to help out, attracting attacks, deflecting attacks and doing utility stuff.

Plus also making magic items for the party (DM dependent).
I forgot you get Pipes of Haunting at 6. There’s definitely some adventures where using all 3 of your infusions on Pipes of Haunting is insanely strong and provides top-tier support. 9 casts of Fear (better version actually since it affects everyone within range that you see) at level 6 out controls every other class (barring fear immunity of course).
 


@Zardnaar

Get your player to look at the below for guidance:

Custom lineage (+2 Int) Battlesmith Artificer 6
S
: 8, D:14, Con: 14, Int: 18, Wis: 12, Cha: 8
HP: 45, AC: 21 (Half plate +1, Repulsion Shield +1)
Move: 20' InIt +2, Passive perception 14 (Darkvision)
Saves: Con +5, Int +7, Wis +1, Dex +1, Cha, Str -1
Skills: Athletics +2, Arcana +7, Investigation +7, Perception +4
Tools: Thieves tools, Smiths tools, Tinker tools, Woocrafting tools, Alchemy kit, (all +10)
Feats: Warcaster, Fey touched (Hex 1/Long rest, Misty Step 1/ Long rest)
Infusions: Dazzling weapon, Enhanced Defence, Spell refuelling ring, Bag of holding, Enhanced offence, Repulsion shield
Cantrips: Mending, Firebolt
Spells: Shield, Heroism, Hex, Cure wounds, Absorb elements, Detect Magic (R), Heat metal, Levitate, Rope Trick, Branding smite, Misty Step, Warding bond, Invisibility (Slots 4/2)
Gear: +1 Half plate, +1 Repulsion shield,+1 Dazzling Longsword, tools.
  • Attack: 2 x +1 Long sword attacks +8, 1d8+5 damage (and blinding) plus 1d6 necrotic plus Steel Defender rend (+7, 1d8+3 force)
  • Ranged: Firebolt, + 7, 2d10 fire damage plus 1d6 necrotic, plus Steel Defender rend (+7, 1d8+3 force)
--------
Steel Guardian
S
: 14, D:12, Con: 14, Int: 4, Wis: 10, Cha: 6
HP: 36, AC: 15 (Natural)
Move: 40' InIt +1, Passive perception 16 (Darkvision)
Saves: Con +5, Int -3, Wis +0, Cha -2, Str +2, Dex +4
Skills: Athletics +5, Perception +6
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, poisoned
Vigilant. The defender can't be surprised
Actions:
  • Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + 3force damage.
  • Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + 3 hit points to itself or to one construct or object within 5 feet of it.
Reactions: Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.
-----
In Combat:

On his turn the Artificer casts Hex (or simply moves it to a target of choice), advances to his target and attacks twice with his +1 Blinding Longsword (at +8 to hit, dealing 1d8+1d6+5 damage per hit). On a hit he considers attempting to blind his target for a round (DC 15 resists) He then commands his pet to also move adjacent to the target (he cant also command the Pet to attack as he uses his bonus action for Hex).

When its not his turn he protects himself with AC 21, shield, the Pets reaction to impose disadvantage to an attack roll, and absorb elements as needed, or with his repulsion shield.

On his next turn he attacks twice with his +1 Blinding Longsword (at +8 to hit, dealing 1d8+1d6+5 damage per hit) again possibly blinding his target if he chooses, plus he can now also command his Pet to rend the target as a bonus action for an additional attack at +7, dealing 1d8+3 damage.

Against a Hexed target, where he hits with his attacks (+8, +8, +7) , he deals 3d8+2d6+11 damage (31.5 damage). Not bad for damage that is virtually 'at will' and doesn't consume a resource.

Out of combat he can Pick locks and Disarm traps (+10), has the utility of his Pet (which he can repair to full HP at will via the mending cantrip), can Detect magic as a ritual, cast rope trick for a safe place to Short rest for the party, can cure wounds, levitate and become invisible.
 
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