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.