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2024 Artificer
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<blockquote data-quote="Ashrym" data-source="post: 9488589" data-attributes="member: 6750235"><p>I saying you're vastly over-rating just about every other class.</p><p></p><p>If we're talking about 1st level the Artificer has the same two spell slots as the Cleric, Druid, Bard, Ranger, or Paladin. Those same 2 slots use Cure Wounds for the same healing. That's assuming the Bard prepped Cure Wounds as the only class that cannot swap it in on a long rest, but there's no inherent disadvantage in healing at that point.</p><p></p><p>At 2nd level the Artificer has the same slots as the Ranger or Paladin still and that will continue. The other classes have one more slot that may or may not be spent on healing. What the Artificer gains instead is Infusions. One 1st level spell once is not worth 2 Infusions, IMO.</p><p></p><p>It's not until 3rd level when we start to see the spell gap start between half and full casters. Bards, Clerics, and Druids have 2nd level spells and six slots total compared to three slots total.</p><p></p><p>It's also unfortunate that Right Tool for the Job is so situational. It would be better to move Right Tool for the Job to 2nd level and add another Infusion at this level if we make changes.</p><p></p><p>Fortunately this is also where subclasses start. If we make a change let Artificers cast one of their bonus spells prepared once per long rest without using a spell slot.</p><p></p><p>Alchemists gain Experimental Elixirs. Not everyone's favorite but controllable with spell slots. If someone wants to improve that then give 1 free one per point of INT bonus and add two more elixirs to the list.</p><p></p><p>Armorer gets armor benefits, Artillerist gets Cannons, Battle Smith gets a pet. Mostly good at those levels, might need tweaks.</p><p></p><p>It's after those levels there's a bit of a lull in class development where Bards, Clerics and Druids are maintaining the spell advantages, but Artificers are grabbing their second subclass features already at 5th level to go with 2nd level spells.</p><p></p><p>A person might move the new Infusion to 5th level with both Tool Expertise and Flash of Genius, move the subclass abilities to 6th level, and move the Spell Storing Item to 7th level with some changes. Or move the Spell Storing Item to 5th with modifications and Tool Expertise plus Flash of Genius at 7th. </p><p></p><p>Regardless, currently the Artificer gains the second subclass jump at 5th level while 6th level improves some subclass abilities and gives Tool Expertise and Flash of Genius comes right after that.</p><p></p><p>At that point the Artificer has plenty for options as an expert type and has spells for healing and status effects and has Infusions.</p><p></p><p>If they need anything it's more Infusions. They don't have that big gap early.</p></blockquote><p></p>
[QUOTE="Ashrym, post: 9488589, member: 6750235"] I saying you're vastly over-rating just about every other class. If we're talking about 1st level the Artificer has the same two spell slots as the Cleric, Druid, Bard, Ranger, or Paladin. Those same 2 slots use Cure Wounds for the same healing. That's assuming the Bard prepped Cure Wounds as the only class that cannot swap it in on a long rest, but there's no inherent disadvantage in healing at that point. At 2nd level the Artificer has the same slots as the Ranger or Paladin still and that will continue. The other classes have one more slot that may or may not be spent on healing. What the Artificer gains instead is Infusions. One 1st level spell once is not worth 2 Infusions, IMO. It's not until 3rd level when we start to see the spell gap start between half and full casters. Bards, Clerics, and Druids have 2nd level spells and six slots total compared to three slots total. It's also unfortunate that Right Tool for the Job is so situational. It would be better to move Right Tool for the Job to 2nd level and add another Infusion at this level if we make changes. Fortunately this is also where subclasses start. If we make a change let Artificers cast one of their bonus spells prepared once per long rest without using a spell slot. Alchemists gain Experimental Elixirs. Not everyone's favorite but controllable with spell slots. If someone wants to improve that then give 1 free one per point of INT bonus and add two more elixirs to the list. Armorer gets armor benefits, Artillerist gets Cannons, Battle Smith gets a pet. Mostly good at those levels, might need tweaks. It's after those levels there's a bit of a lull in class development where Bards, Clerics and Druids are maintaining the spell advantages, but Artificers are grabbing their second subclass features already at 5th level to go with 2nd level spells. A person might move the new Infusion to 5th level with both Tool Expertise and Flash of Genius, move the subclass abilities to 6th level, and move the Spell Storing Item to 7th level with some changes. Or move the Spell Storing Item to 5th with modifications and Tool Expertise plus Flash of Genius at 7th. Regardless, currently the Artificer gains the second subclass jump at 5th level while 6th level improves some subclass abilities and gives Tool Expertise and Flash of Genius comes right after that. At that point the Artificer has plenty for options as an expert type and has spells for healing and status effects and has Infusions. If they need anything it's more Infusions. They don't have that big gap early. [/QUOTE]
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