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D&D (2024) 2024 Artificer

Xeviat

Dungeon Mistress, she/her
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.
Moving Spell Storing to level 2, or even potentially 1, is a great idea. Give them their virtual expanded spell slots earlier and make that a core feature. I like it. And Alchemist being able to make certain spells into potions would be a neat way to expand it... I wonder if many of the subclasses would have spells that would suit them for special spell storing items (wands and guns for artillerists, for instance).
 

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Ashrym

Legend
The pet class one probably needs the EK/bladesinger cantrip as attack as well.

Battle Smith is already considered one of the best Artificer subclasses and a cantrip instead of an attack doesn't seem like a pet style ability.

This seems likes it's neither necessary nor thematic to me.

Base class needs boosting as well. Either more damage or better at expert type stuff.

They already have Tool Expertise and Flash of Genius. The 2024 tool interaction with skill proficiencies grants advantage. Infusions can grant both ability score bonuses and skill bonuses. We're discussing a free Crafting feat for additional tools in there. How much expert type stuff do they really need?

What I think they need are more Infusions from which to choose and some balancing within those Infusions. That's the main draw of the class so that's where the first focus on an ability pass should be.
 

I made a "Bomb Catalyst" cantrip, castable as a bonus action, that adds spellcasting modifier to bombs (acid, alchemist fire, holy water, other types) at 1st level and 1d8 at 5/11/17. The alchemist subclass can also make 1+proficiency modifier bombs during short rests that expire after a long rest.

Catalyze Bomb

With a touch you supercharge one alchemical bomb. The bomb deals extra damage and splash damage of its indicated damage type equal to your spellcasting modifier. At 5th, 11th, and 17th level, you gain a +1/2/3 bonus to the attach roll or any applicable Saving Throw DC, and the target damage and splash damage increase by an additional 1d8. Additionally, certain bombs have effects if catalyzed as indicated in their item descriptions.

If not thrown by the end of your next turn, the bomb detonates, hitting all targets in a 5' radius with the splash damage.
 

Hawk Diesel

Adventurer
I have made my own Artificer, and while my homebrew tends to really up the power scaling to be unbalanced/broken for most tables, two things I think help include removing their spell list (let them cast from all spell lists, since they are about the fundamentals of magic and not tied to a particular school/tradition), and allow them to recreate any magic item in the DM with their infusions, level-gated based on rarity.
 

Zardnaar

Legend
Battle Smith is already considered one of the best Artificer subclasses and a cantrip instead of an attack doesn't seem like a pet style ability.

This seems likes it's neither necessary nor thematic to me.



They already have Tool Expertise and Flash of Genius. The 2024 tool interaction with skill proficiencies grants advantage. Infusions can grant both ability score bonuses and skill bonuses. We're discussing a free Crafting feat for additional tools in there. How much expert type stuff do they really need?

What I think they need are more Infusions from which to choose and some balancing within those Infusions. That's the main draw of the class so that's where the first focus on an ability pass should be.

And all that ads up to very little. They're a half casters who can't compete with Rangers and Paladins at damage. And can't compete with Rogues or Bards at expert type stuff. And they're not great at fusing the two.

It's a hodge podge of thrown togather abilities that takes to long to get good by 2014 standards. And they've lost one thing they were good at.
 

abirdcall

(she/her)
I took another look at Artificer.

I think it is easy to give them another infusion (known and item) and call it a day.

The alchemist needs work but that was true in 2014.
 

Ashrym

Legend
And all that ads up to very little. They're a half casters

Being a "half-caster" compared to a "full-caster" only limits access to higher level spells. The spells they share do the sames effects with the same DC formula.

Comparing Artificers to Paladins and Rangers only reduces the "half-caster" label to meaningless because that label is the same for all three.

who can't compete with Rangers and Paladins at damage.

Why would we presume they should compete with Paladins and Rangers, more martial classes, at damage?

The Battle Smith already gets Extra Attack and isn't splitting the weapon attack ability score and spell ability score like Paladins and Rangers because of the Battle Ready ability.

If I were to look at the Battle Smith I wouldn't give the EK or Valor Bard Extra attack feature to them. It's a pet option so I would look at whether or not to enhance the pet abilities.

And can't compete with Rogues or Bards at expert type stuff. And they're not great at fusing the two.

I don't agree here.

Bards have a small bonus to skills they don't focus on through Jack of all Trades and Expertise an a few skills. And someone else might use BI for a bonus.

Rogues have Expertise in a few skills and Reliable Talent.

Artificers have Expertise in every check that includes using a tool proficiency in the check. That includes Performance with a musical instrument or using Thieves Tools if we're talking about Bards and Rogues.

That means Expertise on things like prying open doors with Smith's Tools, or using a Disguise Kit, or using a Forgery Kit, or using Navigator Tools as examples.

It just depends on having some decent tool proficiencies just like Expertise needs the PC to have useful skill proficiencies, and taking actions that use them.

Flash of Genius is a bonus on top of that. With advantage if there's also a skill proficiency involved. Plus Spells an Infusions for added support.

Artificers are fine in that regard, IME.

It's a hodge podge of thrown togather abilities that takes to long to get good by 2014 standards.

Infusions start at 2nd level. Replicate Magic Item adds to being an "expert type", especially at 6th level.

By 7th level, when Rogues gain Reliable Talent, Artificers have quite a bit going for them in this area.

And they've lost one thing they were good at.

What did they lose?
 

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
I think that the new thief with the new crafting rules and their expertise can make a good artificer by spending their time crafting magic items and using them as a Bonus Action or saving on wand charges.
 

Zardnaar

Legend
Being a "half-caster" compared to a "full-caster" only limits access to higher level spells. The spells they share do the sames effects with the same DC formula.

Comparing Artificers to Paladins and Rangers only reduces the "half-caster" label to meaningless because that label is the same for all three.



Why would we presume they should compete with Paladins and Rangers, more martial classes, at damage?

The Battle Smith already gets Extra Attack and isn't splitting the weapon attack ability score and spell ability score like Paladins and Rangers because of the Battle Ready ability.

If I were to look at the Battle Smith I wouldn't give the EK or Valor Bard Extra attack feature to them. It's a pet option so I would look at whether or not to enhance the pet abilities.



I don't agree here.

Bards have a small bonus to skills they don't focus on through Jack of all Trades and Expertise an a few skills. And someone else might use BI for a bonus.

Rogues have Expertise in a few skills and Reliable Talent.

Artificers have Expertise in every check that includes using a tool proficiency in the check. That includes Performance with a musical instrument or using Thieves Tools if we're talking about Bards and Rogues.

That means Expertise on things like prying open doors with Smith's Tools, or using a Disguise Kit, or using a Forgery Kit, or using Navigator Tools as examples.

It just depends on having some decent tool proficiencies just like Expertise needs the PC to have useful skill proficiencies, and taking actions that use them.

Flash of Genius is a bonus on top of that. With advantage if there's also a skill proficiency involved. Plus Spells an Infusions for added support.

Artificers are fine in that regard, IME.



Infusions start at 2nd level. Replicate Magic Item adds to being an "expert type", especially at 6th level.

By 7th level, when Rogues gain Reliable Talent, Artificers have quite a bit going for them in this area.



What did they lose?

Thieves tools got folded into sleight of hand. Skill vs tool proficiency.

Artificer made a decent expert at traps and locks.

They were mid at lots of things so they didn't really have a strong point. Infusions were generally weak until later in their career. Tool expert is kinda niche.

Rogue was front loaded artificers was rear loaded if that makes sense.
 
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