Paul Farquhar
Legend
That's because it's apparent you game has no exploration pillar.Our ones subbing rogue, not an alchemist though.
That's because it's apparent you game has no exploration pillar.Our ones subbing rogue, not an alchemist though.
I know why you said that. It's because the way you play the game makes early abilities like Right Tool for the job and Infused items meaningless. And you appear to have not noticed the homunculus at all.Who I said I think it's late blooming.
1. Subclass abilities at 9
2. Better items at 10
3. The extra spells via item at 11.
It's around those levels they might start coming togather.
I know why you said that. It's because the way you play the game makes early abilities like Right Tool for the job and Infused items meaningless. And you appear to have not noticed the homunculus at all.
Yes, but Artillerists and Battlesmiths don't have the bonus action available to make as use of the +1d4+PB bonus action damage, and it's channel magic is especially useful to deliver Cure Wounds and Lesser Restorations.I've noticed them but every artificer gets them.
If your game doesn't include a fully developed exploration pillar this might be true.Artificer is good with tools but only 1-2 really matter.
Making a non-magic weapon magic is what matters.Skills are better.
Early in a lot if the infusions are fairly minor or are +1 to hit and damage it AC.
Only if the DM rules that there is a convenient shop selling +1 swords.A few other classes get similar abilities or just don't care (cantrips, shillelagh etc).
Xanathars you can buy a magic sword for 50gp.
Yeah. The problem is you play a very narrow game. Which is why people keep challenging you on the criteria you are using.So yeah you might have a minor item, +1 to hit and damage and +1 AC.
A few classes get something similar with a fighting style and can buy a 50gp sword.
Compare that to something like sneak attack and the rogues extra skills. Skills better than tools.
How many magic items are in a game is very difficult to rate as well every DMs like different.
Note in my OP I said in the right campaign or with the right build a rating might be higher.
That covers situations if the DM/adventure is miserly the artificer will be better or if you have a very specific build it might be better than a more generic build.
I can evaluate numbers easy. If they both do the same thing or something similar the higher number is better yes?
If might make sense once I get to say clerics. One is B tier imho but there's a single build where it's at least A but when you have to pick specific spells, race, feat it's a very narrow path.
Yes, but Artillerists and Battlesmiths don't have the bonus action available to make as use of the +1d4+PB bonus action damage, and it's channel magic is especially useful to deliver Cure Wounds and Lesser Restorations.
[Hint: Shadow Touched feat can give you Inflict Wounds, which can be delivered with your homunculus.]
Originally, the homunculus was part of the alchemist class, but it was removed because some players objected to "being forced to play a pet class". It's still a self inflicted nerf for an alchemist not to have one.
If your game doesn't include a fully developed exploration pillar this might be true.
Making a non-magic weapon magic is what matters.
Only if the DM rules that there is a convenient shop selling +1 swords.
Yeah. The problem is you play a very narrow game. Which is why people keep challenging you on the criteria you are using.
Now I know I play the game in a particular way, that might not work for other players, which is why I put in lots of caveats in my advice and opinions, and don't claim to know the one true way to play and rate a class.
Xanathar's does not say that the item is available. It only say what the price is if the DM rules it is available. Xanathar's give optional rules for locating magic items for sale - even for a common item it takes a least a week an 100 gp expenses, and success is not guaranteed. This is assuming the DM allows downtime, and the party isn't adventuring in a shop-free wilderness.The swords bit -1 they're 509 go. It's a common item which you can buy like healing potions.
Is wrong. Your weapon is magical from level 3. There isn't much that can't be hurt with thunder damage. You get to give it an additional magical property at level 9. Don't forget that you can change your cantrips at level up, and Booming Blade/GFB works with your Thunder Gauntlets. But also don't forget, you only have to annoy your enemies, you job isn't to do damage, it's to prevent your friends taking damage.the Armorer but it can't make it's special weapons magical until level 9.
Out of curiosity, what does a fully realized exploration pillar look like? Honest question, because as a low-prep, high-improv DM it's certainly the aspect of the game I use the least.If your game doesn't include a fully developed exploration pillar this might be true.
Well, I tend to do a lot of prep, think about various ways to solve a problem, encourage player creativity. Reward them if they surprise me. Try to come up with a broad range of different environmental challenges to overcome. I also interpret "right tool for the job" quite broadly - I take the list of artisans tools in the PHB to be non-exhaustive. If they player can come up with something that can reasonably be described as a tool I will allow it. I would rate "convincing the DM why your Heath-Robinson contraption would solve the problem" a key skill for an artificer player.Out of curiosity, what does a fully realized exploration pillar look like? Honest question, because as a low-prep, high-improv DM it's certainly the aspect of the game I use the least.