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D&D 5E Does the Artificer Suck?

The extra d8 that looks cute and the artillerist gains at 5th level is +1d8 compared to the CHA bonus to damage at 8th level 3 levels worth of almost the exact same damage bonus.

We were comparing clerics and bards to artificers. This is another example of changing the class in comparison. The sorcerer is a completely different comparison that can pump out a lot of damage but suffers rapid resource loss in doing so and doesn't have the artificers versatility.

Draconic affinity comes at a closer level but without blowing sorcery points it's not better. It's actually slightly behind because a d8 can crit and the sorcerer will have +4 CHA bonus assuming no feats taken.

The light cleric adds:

burning hands -- cannons do this at will instead of using a spell slot
faerie fire -- this is on the artificer spell list before going to subclasses
flaming sphere -- this cost the bonus action you are already using for spiritual weapon or the concentraion for spirit guardians; it's on the alchemist list that you were knocking; cannons are a better use of the bonus action and don't cost concentration
scorching ray -- this is on the artillerist spell list
daylight -- this spell isn't available to the artillerist, but how is it making a difference here?
fireball -- this spell is on the artillerist spell list

Light domain spell list doesn't look like it's adding much at all, tbh, and the bonus damage is similar but later. The arcane firearm applies to other spells too, not just cantrips.

Additionally, the arcane firearm benefits from the enhanced arcane focus infusion.



Great, but you are ignoring the cannon for either damage or healing that also work in conjunction with a cantrip. Concentration is still available to the artillerist to add faerie fire that you give up for spirit guardians to increase everyone's damage via advantage.



This is the bonus action attack. Given that you were adding the 8th level bonus, these are 3d8 at 9th level. That's a closer level than the gap from arcane firearm to potent cantrip mentioned earlier. The range on this spell is not as good as the cannon bonus action damage. 1d8+3 when gained is less than 2d8 and the cleric needs to play catch up here.



This doesn't help them with damage. Artificers have decent damage cantrips and have access to cantrips from cleric, druid, and wizard lists already.



Artillerists can spend an action to blow up their cannon at higher levels too. It's a 20' radius 3d8 force damage attack will cost them a 1st level spell slot to replace and they still had the benefits up until that point on the first cannon plus the benefits of the second cannon replacing the first.

The cleric can upcast spiritual weapon too but the class only has so many slots to cast in the first place. That's replicating the only issue alchemists have -- burning through resources quickly.

1st level slots for cannons are far more efficient than upcasting, and the artillerist will still have higher spell slots to also use.



The arcane firearm benefits apply to shatter as well, or fireball. Better chance for targets to fail, a bit more damage on one of the rolls (not one of the targets ;-))

At 6th level assuming no feats when the tempest cleric can do that it's a 15 DC (base 8 + 3 prof + 4 WIS bonus) for 3d8 maximized and the artillerist is a 15 DC (base 8 + 3 prof +4 INT) for 4d8 damage. If we assume no bonus or penalty to CON save then the cleric's shatter will do 24 damage 70% of the time and 12 damage 30% of the time with 3 2nd-level slots and has 4 channel divinities to pull this off.

The artillerist will do 18 damage 70% of the time and 9 damage 30% of the time with 2 2nd-level slots. The artillerist has the same 3 2nd-level slots one level later at 7th level.

So a tempest cleric burning channel divinity would out-damage the artillerist and the artillerist would out-damage the tempest cleric in the same scenario when the cleric doesn't have channel divinity available or chooses not to use it for other reasons. What about other cleric subclasses? Do they suck because the tempest cleric has this option? The artillerist out-damages all of them with "that cute 1d8" so if the artificer sucks because of it they all must suck harder?

How is the cleric using shatters and spiritual weapon and spirit guardians and maintaining all this damage? The cleric only has so many spell slots and the artillerist is using cannons.



Etc... isn't an argument. Just sayin'. ;-)



Yes, but that replaces potent cantrip. It doesn't add to it. The only benefit is changing to that "cute 1d8" for players who would rather roll 1d8 once per turn regardless of cantrip or weapon attack instead of using divine strikes or potent cantrip with a fixed bonus.



Killing or destroying either is damage the party isn't taking. That's hp damage soak artillerists and battlesmiths are adding. It's a benefit, not a disadvantage.

The cleric can lose all of his damage in the same way, however. For example, level 3 to 10 each, cleric vs steel defender vs cannon vs homunculus...

Level​
Cleric​
Defender​
Cannon​
Homunculus​
Artificer​
1​
11​
n/a​
n/a​
n/a​
11​
2​
19​
n/a​
n/a​
6​
19​
3​
27​
20​
15​
7​
27​
4​
35​
26​
20​
9​
35​
5​
43​
31​
25​
10​
43​
6​
51​
36​
30​
11​
51​
7​
59​
41​
35​
12​
59​
8​
67​
47​
40​
14​
67​
9​
75​
52​
45​
15​
75​
10​
83​
57​
50​
16​
83​

The defender is just short of the a 14 CON wizard in hp and the cannon has 18 AC not far behind. The difference is the defender and cannon can both be healed between every fight practically cost free using the mending cantrip but the cleric or artificer cannot.

The cleric can lose the bonus damage to a failed concentration check, counterspell, or dispel magic where the artificer cannot. The artillerist can replace the bonus damage with a 1st-level spell where the cleric cannot.

They don't nova as well as some other classes. That doesn't mean they don't nova, but what they do well is make efficient use of resources. Infusions don't use slots or concentration. Subclass abilities either don't use spell slots or use cheap 1st-level spell slots.

The artillerist doing 2d10+1d8 firebolts or whatever and adding 2d8 cannon damage with the free cannon before it might drop to damage and granting advantage through faerie fire is using a single 1st-level spell and accomplishing a lot with it. The light cleric doing 2d12 necrotic damage and adding 1d8+4 from spiritual weapon for a 2nd-level slot and 3d8 from spirit guardians for a 3rd-level slot.

2d8+1d8 is better than 2d12. 2d8 is better than 1d8+4. It's questionable on party make-up on how much damage faerie fire does but giving advantage to the group GMWs and SS's on top of the artificer's better accuracy from it is definitely meaningful.

I know the cleric adds a "cute 1d8" at 8th level but the artillerist adds another "cute 1d8" at 9th level, and another 3d8 from the second cannon at 15th level.

The at-will attacks for the artillerist later are 4d10+1d8 firebolts, +3d8 cannon1, +3d8 cannon2, before burning any slots or using concentration or any feat requirements or using any infusions yet. The cleric is 4d12+1d8 and then needs to burn slots to catch up. If the artificer wants to burn a slot for more damage then wall of fire or animate objects is available.



Because they don't use those features for every level after that? ;-)

That's not at 5th-level. It's an ability that is used from 5th through 20th-levels gained at 5th level, which covers the majority of the levels you said you play at and consider.

Spiritual Guardians though. It lasts 10 minutes a level adds 3d8-5d8 damage level 5-10.

Cleric gets enough of them to have it up more often than not.

Level 8 3d8 damage plus 2d8 (or 2d12)+wisdom mod and potentially 1d8+wisdom mod.

As I said artificers can't nova. Clerics can out damage them without going nova more often than not and get higher level spell slots. Most of its radiant damage as well a lot of that artillerist damage is fire.

Light cleric just using spiritual guardian and cantrips can pretty much combine it with radiance of the dawn as well.

Light cleric takes rcaster or resilient con feat and can cast fire all instead of spiritual guardians.

Artificers gonna run out of spells first and can't nova as well and it's early blast spells suck even with the extra d8.

How about a divine soul sorcerer using quicken or extended spiritual guardians? On top of sorcerer spells and cantrips.

Arcane cleric in melee using booming blade or gfb with spiritual guardians.

Nature cleric with at will absorb elements and jeying everything off shillagh using spiritual guardians/weapon.

See how this works?ore spell slots and let's face it no one is doing 6-8 encounters and even if they do spiritual guardians often lasts more than one encounter.

As to buffing there's bless at lower level or if you run out of higher level slits. Hell even aide beats ost artificer abilities with a single casting. And can be extrendd if you're a divine soul.

Any Eric can do mist of that as they all get the relevant spells.
 

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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.
You say that but the math disagrees. The Archery style is a whole +1 hit over the infusion and they both can use SS so the gab there is tiny.
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.
You're going have to back that claim up with some actual proof because even if a player wanted to dispense with the SD (which is doing a bang up job if its dead from enemies focusing on it. That's a lot of mitigation for a single spell slot.) They can use CBE + SS to pump out damage relatively close to a ranger without relying on hope for a magical hand crossbow to show up. The gloom stalker has a single attack lead + 1d8 each encounter which isn't enough of a gap to point at and say it's a blowout.

The artificer is the great emulator. The fact they could one day fill the role of the gloom stalker with enhanced DV and super stealth via infusions and then the next day swap it around and face tank with the best of them isn't something to overlook. It's the perfect class for those who get bored with a single predetermined action flow chart. Everyday they can move everything around and have a different but valid concept. They aren't meant to be the best at one task as much as be capable of most of them.
 

You say that but the math disagrees. The Archery style is a whole +1 hit over the infusion and they both can use SS so the gab there is tiny.

You're going have to back that claim up with some actual proof because even if a player wanted to dispense with the SD (which is doing a bang up job if its dead from enemies focusing on it. That's a lot of mitigation for a single spell slot.) They can use CBE + SS to pump out damage relatively close to a ranger without relying on hope for a magical hand crossbow to show up. The gloom stalker has a single attack lead + 1d8 each encounter which isn't enough of a gap to point at and say it's a blowout.

The artificer is the great emulator. The fact they could one day fill the role of the gloom stalker with enhanced DV and super stealth via infusions and then the next day swap it around and face tank with the best of them isn't something to overlook. It's the perfect class for those who get bored with a single predetermined action flow chart. Everyday they can move everything around and have a different but valid concept. They aren't meant to be the best at one task as much as be capable of most of them.

Gloomstalker can use hunters quarry and the extra attack.

Also if in low light they can get advantage to hit which feeds into sharpshooter feat.

Only artificer that can get much benefit from cbe is the battlesmith. And if they do that they're not commanding the pet.

Hunter ranger can use hunters quarry and colossus slat for more pain and hordenreaker is funny with sharpshooter when it activates.

So yeah half caster a lot more damage, not reliant in said damage not dying/getting caught in an AoE.
 

Your defending the problem by noting the conflicting design. I quoted the be generous with magic items from xge earlier but more importantly any attempt to paint
as " more common than intended by the text" is flatly absurd given the prices of mundane weapons and mundane armor in the phb. You & a few others are so far out in the weeds trying to be "right" that you are avoiding the point.



Cut the snark. I literally provided the page from the dmg phb xge & alpg showing a trivial cost for +1 weapons earlier. You keep going on about multiple powerful magic items, the infusion list not meeting that bar is relevant. 100-501gp is not a high bar compared to the prices on mundane phb weapons & armor, it's extremely relevant that artificer is saving that trivial amount as a class feature. Wotc may not have bothered to include a wealth by level chart but when mundane weapons reach as high as 75gp & four different mundane flavors of armor in the phb fall squarely between or above 100-501gp it's absolutely "not all that hard".
I've pointed this out before, but I shall do so again: You're basing your data on your assumption that a DM has introduced the option of magic items being readily available for trade.

This is not a standard rule: it is the DM being generous to their players by using a nonstandard option. It appears that your DM does it in your home games, but you have to judge the performance of a class using standard, or at least common rules.

I have explained to you the standard rules. If you want to say that "They don't count because in my game the DM lets the players freely buy magic items" then you are entirely free to do so.
Making grand claims about a class based on your own table rules rather than the standard ruleset kinda pre-emptively defeats your own argument however.

"The DM is encouraged to be generous with magic item distribution" does not mean the same as "the DM should allow characters to freely buy magic items."
 

I
"The DM is encouraged to be generous with magic item distribution" does not mean the same as "the DM should allow characters to freely buy magic items."

Especially when the quote is preceded by the important caveat that the advice is "in the rare group that has no spellcasters, no monk, and no NPCs able to cast Magic Weapon." In this peculiar situation, the Artificer would be the only spellcaster of the group, beating any cleric, ranger or paladin on the basis that those are not in the group. "If you know beforehand the lottery number, buying a ticket is a sure way to make a fortune" isn't an advice to lose your money on lottery in the general case.

It's the same with the mention of price. "If your campaign allows for trade of magic items, rarity can help set the price of them" doesn't mean it's standard to allow for trade of magic item. "If your campaign is set in a historical setting, playing with non-human races will be odd" wouldn't anything of the ability to play non-human in the default game. 5e downplayed the power of wizards and magic in general compared to 3.5 and they also made magic item somthing that isn't a tradable commodity. If one prefers the 3.5 style (as I do, because of Eberron, but I know it's no longer the standard), it's valid to have tradable magic item but it means that many things will have to change. Among them, the extreme difficulty to sell magic items: if it was so difficult that it takes weeks for an expert investigator to find a buyer for a mere potion of healing, the shops would have failed long ago (and House Jorasco would have collapsed). And in this setting, crafting magic item would be like crafting armours, an expert profession but nothing out of the ordinary. I already made a proposal to adapt the artificer in the context of a magic-rich setting where you can get over the counter +1 weapons (much like in 3.5): in such a setting I'd extend the ability of articers to craft quicker and at lower cost to any (not only common and uncommon at level 10) magic item based on the artificer's tier. Having a class feature that makes your four time as efficient to do something than other classes should mean a thing. In a setting were the DM has made magic item a regular thing that is traded like any other commodity, crafting using Xanatar's rule is a good fit. And make getting the ubiquitous +1 swords at 100 gp each instead of 400, making them available even more common and easy to get as soon the party starts gathering money.
 

Gloomstalker can use hunters quarry and the extra attack.

Also if in low light they can get advantage to hit which feeds into sharpshooter feat.

Only artificer that can get much benefit from cbe is the battlesmith. And if they do that they're not commanding the pet.

Hunter ranger can use hunters quarry and colossus slat for more pain and hordenreaker is funny with sharpshooter when it activates.

So yeah half caster a lot more damage, not reliant in said damage not dying/getting caught in an AoE.
Hunters mark/ favor foe is a resource, costs a bonus action, and eats concentration. Not to mention the arrow/bolt issue for those tables that track weight/ammo.

The SD can move and dodge on its own without any action cost which is besides the point Because you said your SD is always dead for some reason. Even if it has more EHP than about half the classes.

Every the ranger has are situational perks. They rock when they happen but do nothing the rest of the time where artificers are steady regardless of the individual challenges factors.
 

Cut the snark.

Mod Note:
How about this - you stop laying about you with emotionally loaded and accusatory words like your ever-present "absurd" and we will see what happens with the snark level. If you are going to claim their arguement isn't serious, then they won't treat yours seriously either.

Also, folks, you don't seem to be getting anywhere. You continue to argue, and nobody seems to learn anything from anyone else. Ask yourself if that's worthwhile before you try to further headbutt someone into agreeing with you.
 

Hunters mark/ favor foe is a resource, costs a bonus action, and eats concentration. Not to mention the arrow/bolt issue for those tables that track weight/ammo.

The SD can move and dodge on its own without any action cost which is besides the point Because you said your SD is always dead for some reason. Even if it has more EHP than about half the classes.

Every the ranger has are situational perks. They rock when they happen but do nothing the rest of the time where artificers are steady regardless of the individual challenges factors.

No I said the SD or turret can get killed and I've seen it happen.

Rangers don't have that many usesfor bonus actions.
 

I've pointed this out before, but I shall do so again: You're basing your data on your assumption that a DM has introduced the option of magic items being readily available for trade.

This is not a standard rule: it is the DM being generous to their players by using a nonstandard option. It appears that your DM does it in your home games, but you have to judge the performance of a class using standard, or at least common rules.

I have explained to you the standard rules. If you want to say that "They don't count because in my game the DM lets the players freely buy magic items" then you are entirely free to do so.
Making grand claims about a class based on your own table rules rather than the standard ruleset kinda pre-emptively defeats your own argument however.

"The DM is encouraged to be generous with magic item distribution" does not mean the same as "the DM should allow characters to freely buy magic items."
No. I'm basing it on the fact that WotC created a game where the cost to obtain magic items is very low. Then published a sidebar recommending GMs "be generous with magic items". Much of that was after WotC created AL rules for a newbie friendly get into d&d type event that makes them even lower cost to obtain them. The sheer fact that wotc declared the system for purchasing magic items they recommend the gm be generous with was listed as "optional" does not change the fact that the artificer is in many ways balanced against the wrong end of that choice. It's balanced against the wrong end because a game with no magic items is a deliberate choice the gm made making a class with creating magic items as such a core part of its identity is as out of place as wizards sorcerers & rune knights in AiME. That improper targeting creates problems for the class when in settings where it fits like the one it was originally designed for.
 
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