D&D (2024) 2024 Artificer

Xeviat

Dungeon Mistress, she/her
Level Up A5E's Artificer is great, but what to D&D players think of the Eberron/Tasha's Artificer? How do they feel? What are the pain points? Is there anything that should be improved to bring it in line with 2024 classes?

I've seen 3 Artificers played, but I've not been the player or the DM. To me, they feel weaker than the other half-casters, at least in terms of dealing damage. Instead, they have a lot of staying power, with their Infusions, their subclass features, and their Spell-Storing Items.

Personally, I really liked one of the UA Artificers, who had a sneak attack style damage progression tied to a sublclass's unique attack (alchemists had acids and alchemist fires, artillerists had a gun with special shots). The UA Artificer also had a hunter's mark style "Elemental Weapon" sort of spell for boosting damage.

Other than switching their spell preparation to a fixed number instead of 1/2 Level + Int mod (which is a change I honestly don't like; I liked the level + mod approach to spell preparation across the classes), what else would you expect to see changed in a theoretical Artificer 5.5? What would you want to see changed?
 

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MarkB

Legend
Artificers will already be stronger under the 2024 rules, due to the magic item crafting rules - as a spellcasting class with access to the Arcana skill that starts out with two tool proficiencies they will have some versatility in their crafting choices.

I'd like to see at least a subclass that capitalises on that. Maybe it could come with a homunculus that can craft for the artificer while they're doing other things, or can act as a helper to halve the crafting time. Or the ability to switch tool proficiencies after a long rest.
 

Parmandur

Book-Friend, he/him
Given that theybused several Tasha's Subclasses without significant changes...I tend to doubt they have plans to majorly overhaul the Artificer.
 

Zardnaar

Legend
2014 version was kinda weak. Took to long to get going. Got better later around level 9 or 10. One was outright terrible.

Class kinda needs a revamp 2024. A lot of room for powercreep.
 

Ashrym

Legend
I would change the spells prepared mechanic to match the spelled prepared table for Paladins and Rangers. That's consistent with 2024 rules.

I would update the language for armor from proficiency to training, but that's a minor detail IMO.

I would remove spells from the spell list that don't exist in the 2024 PHB for now. If they didn't make the cut there's not much reason to add them. There's not much to that list of not included spells and none seem iconic.

I would double the healing for Experimental Elixirs to match updated healing spells on Alchemist.

Battle Smith needs to replace Branding Smite with Searing Smite,

There's not really much to 2024ify the class, and they will benefit from updated tool and crafting rules.

I would NOT change their spell preparation to match Paladins and Rangers (1 per long rest). Artificers are less martial and more magical. That means better spell prep and Cantrips instead of Weapon Mastery.

EDIT: I might give an infusion that lets them replicate a Weapon Mastery. I need to consider that more.
 
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abirdcall

(she/her)
I've got an artificer in the game I just started.

First session at level 3 he shined.

We will see at level 5. They will be weaker comparatively than they were in 2014 but I think I'm practice they will seem just fine.
 

I would automatically give the Artificer the background Crafter feat at level 1 and let them choose another origin feat if they already have it. It just seems like something that should be part of the Artificer kit, but simply isn't competitive with the other background feats. It doesn't change the power level of the Artificer, but it should be there and given that Warlocks get invocations that allow an additional background feat from level 1, clearly WOTC don't think it is an issue, especially since the feat in question is Crafter.
 

mellored

Legend
A lot of the infusions need rebalanced. Some are just kind of worthless and can be removed.

Spell Storing Item should start at level 2 with a single level 1 spell, and then scale, including doing it after a short rest. Handing out items to party members should be encouraged.

Level 5: linked Infusion
When you Infuse an item, you can infuse a copy into a second item. The copy only works while you are within 5' of the original.
*may need to reduce the number of Infusion, but this gives the Artificer and lets them hand out an item to an ally.

Alchemist should get Acid Splash as a bonus cantrip, and be able to change it's damage type.

Alchemist should be able to use Spell Storing into potions. Which only take a bonus action to drink instead of the usual action.

Protector Canon needs rebalanced. Way too strong at low levels, but doesn't scale. Other Canons should probably scale more smoothly as well. Detonating your Canon nees to do more and scale as well.
 
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Xeviat

Dungeon Mistress, she/her
I would NOT change their spell preparation to match Paladins and Rangers (1 per long rest). Artificers are less martial and more magical. That means better spell prep and Cantrips instead of Weapon Mastery.
I only just now noticed that Paladins were changed to 1 per long rest preparation switching. That's wild! I thought they were still using the cleric/druid style. Yeah, I'd keep Artificers preparing all their spells. If I were to switch them to anything, it would be Wizard style; prepare X per day, but learn new spells and put them in your manual.
 

Ashrym

Legend
I don't think I would give Acid Splash as a bonus cantrip as opposed to giving a bonus cantrip that the Alchemist can select.

Alchemical Savant adding INT bonus damage to Acid Splash as an AoE is already a boost and seems like a typical pick.
 

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