D&D (2024) 2024 Artificer

Horwath

Legend
I've played an Artificer in short campaigns and it's super fun out of combat but just pretty weak in terms of damage. And it's straight garbage at Level 1-2, basically unplayable until subclasses at Level 3, I would never play Artificer unless the adventure started at Level 3 or higher
this is why we need subclasses at level 1 not level 3.
 

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Yeah, there are a few outliers with the martials, but overall Artificer is in line for levels 1-2. The wizard has an extra cantrip and one extra spell slot through Arcane Recovery at 1st, the artificer more HP, better armor and their tinkering which is on par with a cantrip IMO. 2nd level the artificer has 2 more items and 2 less slots. I also imagine not many people spend a ton of time at those levels.
 

So going back to the artificer. What do they need?

And I'm going back to basics here and trying to adjust to 2024 not 2014 rules:
  • Improved spellcasting; artificers are worse at casting "pseudo item crafting spells" like Continual Flame and Symbol than wizards are so they need one of the following:
    • Switching entirely to Pact Magic (making them better at recovering these spells than wizards)
    • A custom version or discount on these spells so they can cast them at the same level wizards can
  • The crafting buff needs improving and to kick in before level 10; common items should be discounted in tier 1, uncommon in tier 2, rare in tier 3, and very rare in tier 4. And they need a discount on the pseudo-item crafting spells. (This is a change from the previous analysis as there are actual standard item crafting rules in the 2024 DMG)
  • Custom cantrips that work along the lines of True Strike (and play very nicely with the subclass damage buffs), with some of them getting bonuses based on the weapon used so explosives fired from slings have an extra AoE effect.
  • Subclasses: Three of the four subclasses need buffs:
    • Artillerist:
      • Instead of expiring after an hour, the artillery piece takes 5 points of damage per action it takes.
      • For true-strike style cantrips the Arcane Firearm does 1d10 damage and has a range of 120' - and the extra damage only applies to a single target
    • Armourer:
      • You get both special weapons on every suit of armour and may choose either a stealth field or defensive field
      • Your special weapons may either use your armour's enhancement modifier (e.g. +2) or be enchanted separately
    • Alchemist:
      • Rewrite of the extra damage mechanic to work well with artificer abilities
      • Custom attack cantrips including fire suppressant foam (no damage but mixes fog cloud and grease slipperiness) and an emetic gas
    • Battle Smith
      • Possibly Weapon Mastery with weapons they've infused? Not much needed here once we've shored up the base class.

Suggested custom cantrip:
Explosive Shot
level 0 - transmutation​
Casting Time: Action​
Range: Self​
Components: S, M (a ranged weapon you had on you at your last rest)​
Duration: Instantaneous​
You funnel your power through the weapon in your hand and make one attack with the weapon used in the spell's casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity.​
The shot also explodes, doing your choice of acid, fire, or slashing damage in a 0' radius doing 0d6 damage on a failed dex save at your spell saving DC. (If this is 0 damage there is no need to roll).​
Cantrip Upgrade. The explosion does extra explosive damage at level 5 (1d6), 11 (2d6), and 17 (3d6) and you may increase the radius of the explosion to up to 5' at level 5, 10' at level 11, or 15' at level 17.​
Sling or bottle special: If you are using a sling or bottle as your weapon you may optionally increase the explosive damage by 1d6 and the radius of the explosion by 5ft. This does allow a 5' 1d6 damage explosion on a cantrip from a level 1-4 character.​
Improvised weapons: For the purposes of this spell an improvised weapon you can throw with one hand counts as a weapon you have proficiency with, has a range of 20/40, and does 1d3 damage.​
 
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Merlecory

Explorer
  • Artillerist:
    • Instead of expiring after an hour, the artillery piece takes 5 points of damage per action it takes.
    • For true-strike style cantrips the Arcane Firearm does 1d10 damage and has a range of 120' - and the extra damage only applies to a single target
Isn't that new cannon way worse at low levels, and insanely good at high levels? When you get it, you can only have it take 3 actions, assuming morning deals any damage. At higher levels, when it gets the chance to survive a full combat, it can be repaired with mending, going on to have one use potentially surviving a full adventuring day?
 

Isn't that new cannon way worse at low levels, and insanely good at high levels? When you get it, you can only have it take 3 actions, assuming morning deals any damage. At higher levels, when it gets the chance to survive a full combat, it can be repaired with mending, going on to have one use potentially surviving a full adventuring day?
Honestly? It's intended to balance the cannon between campaign styles; an artillerist in a five room dungeon where the cannon will last for the entire dungeon is vastly more effective than an artillerist keeping watch overnight. And the cannon scales poorly; the low level force field projector is OP, while at high levels those same temp hp are just a minor speed bump.
 

Ashrym

Legend
I've been running acid splash as a 10x10 cube. The point of emanation and 5 feet around it. Have others been running it as 15x15?

No one runs it as a 15'x15' of whom I am aware. You're thinking grid centering on a point between the squares. Center it on a targeted creature and then expand the radius out 5' from there and you're targeting at a different center that isn't slightly beside you're main target. Centered on that target and anyone within 5' gets splashed.

This is the rule for spheres....

Sphere [Area of Effect]​

A Sphere is an area of effect that extends in straight lines from a point of origin outward in all directions. The effect that creates a Sphere specifies the distance it extends as the radius of the Sphere.

A Sphere’s point of origin is included in the Sphere’s area of effect.

Why would you center your radius slightly beside your main target when you can target it right at a creature instead?
 

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