Hexmage-EN
Legend
It would be nice if Artificers got some new signature spells that fit the flavor of the class better.
Only with some multiclassing, both to access spells for crafting and to qualify for attunement to wands and similar enspelled items. Even then, they don't have the artificer's extra tool proficiency for versatile crafting options.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.
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
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.
Thieves' Tools still exist.
Thieves’ Tools(25 GP)
Ability: Dexterity
Utilize: Pick a lock (DC 15), or disarm a trap (DC 15)
Sleight of Hand as an applicable skill proficiency doesn't change that. It's still a tool proficiency. Rogues and Artificers both gain that tool proficiency with the class.
What happens is if they both also take Sleight of Hand then they gain advantage using Thieves' Tools.
Rogues can take Expertise in Sleight of Hand at 1st or 6th, can no longer take Expertise in tools including Thieves' Tools, and can avoid Expertise in favor of other skills relying on DEX bonus, proficiency, and advantage. Or they can keep it simpler without taking Sleight of Hand and all relying on Thieves' Tools proficiency and DEX bonus.
Artificers automatically have Expertise in Thieves' Tools at 6th level. At 1st level they can take proficiency in Sleight of Hand as well for advantage. At 7th level when the Rogue is also adding Reliable Talent the Artificer is adding Flash of Genius.
I wouldn't call 6th and 7th levels rear-loaded when those are strong skill levels for Rogues too and advantage is available early for either.
Same with Infusions. Cap of Water Breathing or Goggles of Night help. Boots or Cloak of Elvenkind later.
I'd love to see a revised Artificer, as it's one of my favorite classes to play. I especially have fun with the Artillerist Artificer.
It means opportunity cost though. A Rogue taking expertise in sleight of hand gets that and Thieves tools in effect.
Rogues also better earlier than artificer.
It's very front loaded.
Early artificer infusions are nothing special but later on they're great.
Espicially since you'll probably have enough to Magic items being able to infuse the best 4-6 is great.
In 2024 the sharpshooter nerf does hurt the armorer. You could infuse your gauntlets and use sharpshooter on them. Splash that fighter level -1 to hit+10 damage.
Weak 2014 class in power crept 2024 game hmmnn.