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D&D 5E Does the Artificer Suck?

What can you create that's really gonna matter if you stick it on a homunculus?

Depends on what you're trying to do.

A spell-storing item loaded with healing is usually good.

At 11th level, 2 × INT mod castings of something without using any of my spell slots is nice.

Have an extra belt of giant strength? It's STR of 4 is now a lot higher.

Ranged weapons can be useful.

Depends what you're looking to do. In any case, whatever task I'm outfitting it for can be done with very limited cost to my own spell slots or actions.
 

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Depends on what you're trying to do.

A spell-storing item loaded with healing is usually good.

At 11th level, 2 × INT mod castings of something without using any of my spell slots is nice.

Have an extra belt of giant strength? It's STR of 4 is now a lot higher.

Ranged weapons can be useful.

Depends what you're looking to do. In any case, whatever task I'm outfitting it for can be done with very limited cost to my own spell slots or actions.

That's 11t level. I've already said the artificer switches on level 9/10 depending on subclass.

That's to late though imho. The odds of making it to level 11 is remote for most games. 10% online apparently probably similar irl.
 

One can compare the best artificer (battlesmith) to a so so ranger build (hunter) and yeah the ranger is stomping it for damage.

Throw in something like gloomstalker and yeah the battlesmith is losing that one.

And the battlesmith is the best one. Throw in sharpshooter it's a blowout.

I won't mention Paladins.

Artificer doesn't get archery style, the armorer can't enchant it's special weapon to 9 (from the look of it) and they only deal d6 anyway.

Battlesmith pet dies (seem it happen more than once) damage falls off a cliff. Also compares poorly to say a cleric who is also a primary caster. Battlesmith also sucks at range.

And that's the best one the one I admit is actually not bad or even good.

Level 9/10+ yeah sure most of my complaints go away. You can build a good tank how useful said tank is varies.
IME Artillerist is best Artificer.

But yeah you could give them an extra infusion at every tier, and/or more Spellcasting via Spellcasting consumable items, and not hurt balance at all.

Hell, each subclass could get a limited version of Magic Item Adept at level 3, and improve to rate items at 11.
 

It's decent level 5.

2d10+1d8+2d8 24.5 avg
Fighter 1d8+6 perhaps X2 21 avg
Rogue 1d8+4+3d6 19 avg

Assuming turret doesn't get destroyed. That's at best lvl 5 though. Mostly ignoring feats.
Why are you making a longsword/rapier & shield fighter DPR comparison?
 

That's 11t level. I've already said the artificer switches on level 9/10 depending on subclass.

That's to late though imho.

At earlier levels, it's still extra actions.

Against weaker enemies, 1d4+Proficiency Bonus damage isn't bad.

It's smart enough to understand more complex orders than a familiar or an animal, so better weapons and items are possible.

I'd likely use it for stealth and support earlier in the game.

At level 2, you could also choose Bag of Holding as an infusion. The amount of cheese which could be created with a flying companion and a virtually endless supply of extra-dimensional spaces is worth noting. Cheap reality-tearing bombs? Flying treasure chest?
 


At earlier levels, it's still extra actions.

Against weaker enemies, 1d4+Proficiency Bonus damage isn't bad.

It's smart enough to understand more complex orders than a familiar or an animal, so better weapons and items are possible.

I'd likely use it for stealth and support earlier in the game.

At level 2, you could also choose Bag of Holding as an infusion. The amount of cheese which could be created with a flying companion and a virtually endless supply of extra-dimensional spaces is worth noting. Cheap reality-tearing bombs? Flying treasure chest?

Still costs you an infusion though. You only have two or three.

When you get +2 weapons, gauntlets of ogre power, 4 infusions etc yeah the artificer looks alright.
 

It's not that much higher with a greatsword. Artificer still deals more and can use a shield while doing it.
And fighting style and action surge and extra feat /asi at 6 & whatever (I'm afb) there is no need to low ball the fighter to make a case the numbers don't really support.
 

And fighting style and action surge and extra feat /asi at 6 & whatever (I'm afb) there is no need to low ball the fighter to make a case the numbers don't really support.

I included the duelist style in the numbers but not a feat.

Action surge doesn't effect the fighters damage to much and it's to limited when comparing at will damage.

One can include feats artificer benefits from them at well. Fighter could take something like PAM but artificer AC is probably 3-4 points higher which is the trade off.

So perhaps said fighter lvl 5 1d10+4 (+3 if non human) and 1d4+4.

That's 25.5 average damage. Magical polearms not common and you have to be a human ACs probably 3-4 points lower.

And fighter can action surge occasionally better nova damage if required.
 

It's decent level 5.

2d10+1d8+2d8 24.5 avg
Fighter 1d8+6 perhaps X2 21 avg
Rogue 1d8+4+3d6 19 avg

Assuming turret doesn't get destroyed. That's at best lvl 5 though. Mostly ignoring feats.
Subtract the 1d8 and it’s still within the margin of error of rogue and fighter.

The level 3 Artificer can keep up with the level 5 rogue, without taking into account the Artificer probably has a +1 Wand they’re attacking with, and at level 5 can drop the 2d8 for 1d8+3 (or 4, or 5) THP for multiple allies, or can do things like cast a buff spell as an action and then do a 2d8 force damage attack as a bonus.
 

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