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D&D (2024) 2024 Artificer


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MarkB

Legend
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.
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.
 

DrJawaPhD

Adventurer
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
 

Zardnaar

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

That's my take as well.
 

Ashrym

Legend
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.
 

Clint_L

Legend
Battlesmith is excellent - my spouse has been playing one for two years. The other sub-classes are meh. I don't think that has changed much.

Note: I allow only them and gunslingers access to firearms.
 

Zardnaar

Legend
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.

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.
 

RoughCoronet0

Dragon Lover
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.
 


Ashrym

Legend
It means opportunity cost though. A Rogue taking expertise in sleight of hand gets that and Thieves tools in effect.

It's the same opportunity cost for either in taking Sleight of Hand when the only thing that does is give advantage to either, BUT the Rogue would need to take Sleight of Hand AND spend Expertise on it when Artificers get that Expertise free.

Expertise isn't that large of a bonus until later.

Rogues also better earlier than artificer.

Only via that opportunity cost you mentioned.

It's very front loaded.

Not really. It's essentially a +2 bonus on 2 skill proficiencies and proficiency in two more skills, which is also a +2 bonus.

That's not that significant. Artificers cover that with Guidance.

Early artificer infusions are nothing special but later on they're great.

An option for breathing water at 2nd level is nothing? No other class offers that.

Most infusions will likely go to combat bonuses but there are options.

Later they are better, yes.

Espicially since you'll probably have enough to Magic items being able to infuse the best 4-6 is great.

That's effectively more magic items no matter how we look at it.

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.

Artificers aren't responsible for the issues with -5/+10 feats. Those were changed for everyone, not just Artificers.

Weak 2014 class in power crept 2024 game hmmnn.

I think "niche class" is more applicable than "weak class". The issue was how much people focus on damage when they're a support class.
 

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