D&D 5E (2024) Do Artificers Break The Game at 10th Level?

Zardnaar

Legend
So most online artificer guides aren't so great. They focus on the level 11 spell item and often miss some of the better items at lvl 2 eg glamour full or half plate.

At level 10 all artificers can pick uncommon items. +1 shield or weapon, few other bits and pieces. Elemental gems are an uncommon item. You can summon a CR5 elemental. No concentration required. For one hour

It seems you can summon all 4 at once. Only for an hour. If youre not abusing it its still an elemental every hour.

Seems good.
 

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I saw a reference to the Elemental Gem exploit in a Pack Tactics video I think... Seems easy enough for a DM to make the required gem really expensive for that magic item (bit like the Manual of Golems).

I actually think there are some decent videos on the Artificer since the 2024 version came out relatively recently (albeit not on the Maveric or Forge Adept yet). I am actually having more trouble finding updated videos on other classes for 2024 rules - seems like most of the videos were made like a year ago when the 2024 PHB came out.
 
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Seems like yet another consequence of 5e's continued inability to codify magical item value.

3e and 4e both understood that magic items are just as important an axis in character power growth as class features, but primarily under the GM's purview. And they correctly codified that power.

5e's rarity tiers are simply not sufficient to the task of giving the GM (or other portions of the game engine) guidance as to what magic items are appropriate; the system doesn't even have key words to separate out consumables from charged items from permanent items!
 

Don't forget to Transmute Magic Item once your done with it, and Drain a second one for more slots.

But correct me if i'm wrong, but doesn't it cast Conjure Elemental, which was changed in 2024? Making it a rather mediocre zone?
 

This would be an excellent prep for a single battle, but would leave you with zero attuned magic items. You'd also have zero actions available in that battle until the 4th round (I'm assuming a planned encounter for an early Utilize).
 

Don't forget to Transmute Magic Item once your done with it, and Drain a second one for more slots.

But correct me if i'm wrong, but doesn't it cast Conjure Elemental, which was changed in 2024? Making it a rather mediocre zone?
I think it says the gem is "no longer magical" after you break it so I am not 100% sure this would work... This is different than a Wand of Magic Missiles that you used all the charges up for that will recharge in the morning.
 


So most online artificer guides aren't so great. They focus on the level 11 spell item and often miss some of the better items at lvl 2 eg glamour full or half plate.

At level 10 all artificers can pick uncommon items. +1 shield or weapon, few other bits and pieces. Elemental gems are an uncommon item. You can summon a CR5 elemental. No concentration required. For one hour

It seems you can summon all 4 at once. Only for an hour. If youre not abusing it its still an elemental every hour.

Seems good.

They're probably better than a Tasha's summon, but don't scale in any way (not a problem for people that somehow still can't manage higher level games).

More than one at once will annoy some DMs, but still doesn't put the artificer at the top end of power at the level it comes available.

It's reliable and ethical (if short duration) minionmancy, which is nice but not enough for me to even consider playing an artificer.

Arguably would rather have a Prehistoric Figurine of Wondrous Power (Pyrite Plesiosaurus) or Staff of the Python, and definitely would rather make Enspelled items.

Don't forget to Transmute Magic Item once your done with it, and Drain a second one for more slots.

But correct me if i'm wrong, but doesn't it cast Conjure Elemental, which was changed in 2024? Making it a rather mediocre zone?

They changed the items so that they essentially do what they did in 2014.
 

Seems like yet another consequence of 5e's continued inability to codify magical item value.

3e and 4e both understood that magic items are just as important an axis in character power growth as class features, but primarily under the GM's purview. And they correctly codified that power.

5e's rarity tiers are simply not sufficient to the task of giving the GM (or other portions of the game engine) guidance as to what magic items are appropriate; the system doesn't even have key words to separate out consumables from charged items from permanent items!

Its more like easy access via class abilities, crafting or selling.

Magic items under DM control are always fine.
 

This would be an excellent prep for a single battle, but would leave you with zero attuned magic items. You'd also have zero actions available in that battle until the 4th round (I'm assuming a planned encounter for an early Utilize).

Well it lasts an hour so 1 pet all the time or all 4.

That's a lit if damage and HP.
 

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