Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
Artificer: Alchemist Impressions
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Chaosmancer" data-source="post: 7879599" data-attributes="member: 6801228"><p>Since this thread was necro'd anyways...</p><p></p><p>So, I actually just started a campaign with an Artificer Artillerist, and I have a few thoughts and notes. </p><p></p><p>Some background, we are starting at 5th level and running through "The Dungeon of the Mad Mage". I'm playing a Rock Gnome, and took the Healer Feat (though that was a tough call). </p><p></p><p>The Good</p><p></p><p>1) Arcane Firearm is really impressive. I don't think it has been too noticeable yet, but a 1d8 on all spells and cantrips is a sizable boost to my damage. Part of that might be that other than my cantrip I've used few damaging spells, but the one time I did it was an AOE and we only roll damage once for those. So that 1d8 applied to the entire group and was fairly devastating. But even without that, allowing me to average about 15 pts of damage a turn is keeping me in-line with all but our biggest damage dealer. </p><p></p><p>2) Protector Bot is life. Seriously, those Temp Hp are the reason we have not TPK'd yet. We are only two sessions in, but our DM is realizing a major problem. None of us sneak. We've pointed out, none of us can. Literally, we only have one person who does not have disadvantage due to their armor (the sorcerer) and none of us are more than moderate dex. So most fights start with us getting ambushed when we open the door. The only reason we are still up is because I've been able to dish out between 5 and 11 temp hp every single turn, usually hitting most of the party and I always prioritize the frontliners. For our next session I finally need to summon a new turret, and I'm going with the Cannon just to see how effective it is, but I can see using the Protector 99% of the time. </p><p></p><p>The Concerns (not problems, just things to watch out for when playing or running)</p><p></p><p>1) I think it is really important to pay attention to tools and probably the Xanathar's rules when you have an Artificer in the party. I know I got extras because of Rock Gnome and soldier, but I have 5 or 6 tool proficiencies when it was all said and done. It takes up a signifigant chunk of my character, and you have to respect that about an artificer when you get one in the party. </p><p></p><p>2) Melee is not your friend. This is partially a build choice, but despite my being quite decently armored I actually have almost no melee options. I got a dagger and that is the best I can do, and I spent my two cantrips on an attack and mending. Now, I could have taken a feat, gotten another cantrip, and had a melee option. I picked healer because I was planning on being supportive, so this is on me, but you do not get many good melee options at all, so if you don't leave a cantrip for that, you are going to be struggling hard if anyone corners you. </p><p></p><p>3) You are very limited on spells. Honestly, play a bit like a warlock. Rely on your at-will most of the time and only use those big spells when they are going to have an out-sized impact. Except for making those turrets because they will be mire useful than a 1st level slot, but you run out quick. 5th level, and I only had 2 level two spells. In fact, I've only used three daily resources at all. With one infusion on me for casting (+1 focus) and one to increase the defenses of an ally. If you are an artificer, you will likely be doing the same attack pattern again and again and again, because you have to.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7879599, member: 6801228"] Since this thread was necro'd anyways... So, I actually just started a campaign with an Artificer Artillerist, and I have a few thoughts and notes. Some background, we are starting at 5th level and running through "The Dungeon of the Mad Mage". I'm playing a Rock Gnome, and took the Healer Feat (though that was a tough call). The Good 1) Arcane Firearm is really impressive. I don't think it has been too noticeable yet, but a 1d8 on all spells and cantrips is a sizable boost to my damage. Part of that might be that other than my cantrip I've used few damaging spells, but the one time I did it was an AOE and we only roll damage once for those. So that 1d8 applied to the entire group and was fairly devastating. But even without that, allowing me to average about 15 pts of damage a turn is keeping me in-line with all but our biggest damage dealer. 2) Protector Bot is life. Seriously, those Temp Hp are the reason we have not TPK'd yet. We are only two sessions in, but our DM is realizing a major problem. None of us sneak. We've pointed out, none of us can. Literally, we only have one person who does not have disadvantage due to their armor (the sorcerer) and none of us are more than moderate dex. So most fights start with us getting ambushed when we open the door. The only reason we are still up is because I've been able to dish out between 5 and 11 temp hp every single turn, usually hitting most of the party and I always prioritize the frontliners. For our next session I finally need to summon a new turret, and I'm going with the Cannon just to see how effective it is, but I can see using the Protector 99% of the time. The Concerns (not problems, just things to watch out for when playing or running) 1) I think it is really important to pay attention to tools and probably the Xanathar's rules when you have an Artificer in the party. I know I got extras because of Rock Gnome and soldier, but I have 5 or 6 tool proficiencies when it was all said and done. It takes up a signifigant chunk of my character, and you have to respect that about an artificer when you get one in the party. 2) Melee is not your friend. This is partially a build choice, but despite my being quite decently armored I actually have almost no melee options. I got a dagger and that is the best I can do, and I spent my two cantrips on an attack and mending. Now, I could have taken a feat, gotten another cantrip, and had a melee option. I picked healer because I was planning on being supportive, so this is on me, but you do not get many good melee options at all, so if you don't leave a cantrip for that, you are going to be struggling hard if anyone corners you. 3) You are very limited on spells. Honestly, play a bit like a warlock. Rely on your at-will most of the time and only use those big spells when they are going to have an out-sized impact. Except for making those turrets because they will be mire useful than a 1st level slot, but you run out quick. 5th level, and I only had 2 level two spells. In fact, I've only used three daily resources at all. With one infusion on me for casting (+1 focus) and one to increase the defenses of an ally. If you are an artificer, you will likely be doing the same attack pattern again and again and again, because you have to. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Artificer: Alchemist Impressions
Top