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D&D 5E Does the Artificer Suck?


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Having 2 more infusion active is a boon. Also being able to use sharpshooter's -5/+10 ability. Especially with flash of genious cancelling the -5 to hit.
I don't know if there is an infusion that gives regular advantage, but I bet there are a few spells you can take to increase your hit. At level 11 your homunculus might concentrate on a low level buff spell for you.

Edit: thought, spell storing would come at level 10. It is actually level 11. At level 10 however you can have 6 infusions active and attune to 4 items. A huge boon at that point.
Your concentration spell can either be fairy fire or haste, whichever serves you better (probably haste).
 
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Having 2 more infusion active is a boon. Also being able to use sharpshooter's -5/+10 ability. Especially with flash of genious cancelling the -5 to hit.
I don't know if there is an infusion that gives regular advantage, but I bet there are a few spells you can take to increase your hit. At level 10 your homunculus might concentrate on a low level buff spell for you.
Still hard to rate it over the "okay" category. Maybe more so in a very limited magic gear game where the infusions will have increased value but all n all the ranged great sword once a round doesn't cut it.
At lv 15 it gets a nice large boost with disadvantage on them and revolving advantage/damage added on top.
For you or an ally.
 

Still hard to rate it over the "okay" category. Maybe more so in a very limited magic gear game where the infusions will have increased value but all n all the ranged great sword once a round doesn't cut it.
At lv 15 it gets a nice large boost with disadvantage on them and revolving advantage/damage added on top.
For you or an ally.
In a high magic game, one extra attunement slot is a great boon.

My 11th level char has 6 items he would like to attune to...

A variant human can have 3 attacks (with haste) at potentially 4d6+51 (int 20, bracers of archery, sharp shooter), and still has its bonus action free... (probably sending in the homunculus for advantage on the readied haste attack).
 

In a high magic game, one extra attunement slot is a great boon.

My 11th level char has 6 items he would like to attune to...

A variant human can have 3 attacks (with haste) at potentially 4d6+51 (int 20, bracers of archery, sharp shooter), and still has its bonus action free... (probably sending in the homunculus for advantage on the readied haste attack).
Bracers of Archer only work in bows so it's not much help for the armorer.
 

FrogReaver

As long as i get to be the frog
So I'm going to do my best to optimize a ranged armored artificer. I'm going to pick level 10 as that's one of the levels he should be at his strongest compared to other classes.

I'm thinking Variant Human PAM on the armorer with the +2 magic weapon the +2 armor and a ring of protection. Boost Str with ASI's. Use Haste. This puts you at 4 attacks close to d6+7 (you can eventually take fighting style feat and get to +9). You'll have 24 AC while haste is up. You'll also have the defesnive field ability for lots of added tankiness. In addition you'll have a method to help allies keep from being attack by using your guantlet attack.

I don't know if I'd call it great, but I definitely have to give the built more credit than I was.
 

So I'm going to do my best to optimize a ranged armored artificer. I'm going to pick level 10 as that's one of the levels he should be at his strongest compared to other classes.

I'm thinking Variant Human PAM on the armorer with the +2 magic weapon the +2 armor and a ring of protection. Boost Str with ASI's. Use Haste. This puts you at 4 attacks close to d6+7 (you can eventually take fighting style feat and get to +9). You'll have 24 AC while haste is up. You'll also have the defesnive field ability for lots of added tankiness. In addition you'll have a method to help allies keep from being attack by using your guantlet attack.

I don't know if I'd call it great, but I definitely have to give the built more credit than I was.
I think the battlesmith is a better fit for the polearm master until level 14, where you have access to belt of giant strength.
Otherwise you are wasting your thunder gauntlets... On the other hand, you can boost int with the headband of intellect and are formidable enough.

Edit: I just wondered: what about a ranged crossbow expert armorer? Boost dex, use hand crossbow, haste and your special weapon ranged attack.
You have at least one attack with your special weapon and then use the hand crossbow with the hasted attack. You can then use your bonus action on a second crossbow attack.
 
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FrogReaver

As long as i get to be the frog
I think the battlesmith is a better fit for the polearm master until level 14, where you have access to belt of giant strength.
Otherwise you are wasting your thunder gauntlets... On the other hand, you can boost int with the headband of intellect and are formidable enough.
With extra attack I'm thinking thunderguantlets + spear attack + bonus action spear attack
 


ECMO3

Adventurer
In my game, you need AC and HP, and defensive class abilities to tank, and the Bladesinger doesn’t cut it.
You have all that though. You have AC and defensive subclass abilities that are second to none and upcast false life gives you a ton of hps that stack right on top of your normal hps and gets you total hps near or even above what most martials have.
 


You have all that though. You have AC and defensive subclass abilities that are second to none and upcast false life gives you a ton of hps that stack right on top of your normal hps and gets you total hps near or even above what most martials have.
I think it depends heavily on the build.
If you use your high level spells on false life and so on and probably some on enhance ability (one of my favourite spells) you can cover a lot of ground.
You won't do too many wizardy things and that is totally ok.
 

That's a lotta levels to wait through to get good.
The artificer is good enough before. The armorer has a few problems before the armor can get more than one infusion. After that it starts becoming great.
On the other hand, probably you can get away with putting on a different helmet and boots, since you also use different boots and helmets for regular gear. Not being able to infuse the weapon offensively and the armor defensively is a bit of a set back, but you can always strap on a hield and put the enhancement on that piece. Before level 6 you only have one defensive enhancement anyway.
 

ECMO3

Adventurer
I think it depends heavily on the build.
If you use your high level spells on false life and so on and probably some on enhance ability (one of my favourite spells) you can cover a lot of ground.
You won't do too many wizardy things and that is totally ok.
Agree 100%.

This is a melee build and while you have some utility spells and a lot of low level rituals for out of combat use, you are not throwing fireball or bigbys hand or other things like that in combat very often. You might have a few prepared for flexibility purposes, but it is like the GWM Battlemaster who carries a few Javelins around to throw when swinging his greatsword is just not the best option or the traditional elf Wizard who has a long bow that he uses once a week when his cantrips are not ideal and he doesn't want to throw a leveled spell.
 

That's a lotta levels to wait through to get good.
The armorer isn't bad before that point per se. Their damage is just on the low end of the curve. Now imagine a party that has this theoretical barbarian and blade singer in it. Adding a bug bear armorer slap boxing everybody acting as a resource multiplier for both of them.
 

doctorbadwolf

Heretic of The Seventh Circle
You have all that though. You have AC and defensive subclass abilities that are second to none and upcast false life gives you a ton of hps that stack right on top of your normal hps and gets you total hps near or even above what most martials have.
Calling 20-30 THP “a ton of hps” is wild.

More importantly, we have firmly established that you view the game completely differently from me and anyone else whose games see Barbarians regularly tanking and never wizards tanking. There is no point in continuing this.
 

Calling 20-30 THP “a ton of hps” is wild.

More importantly, we have firmly established that you view the game completely differently from me and anyone else whose games see Barbarians regularly tanking and never wizards tanking. There is no point in continuing this.
But 20 to 30 thp is not bad at all. The difference between d12 and d6 is just 3 points on average per hit die. That is also just 30 hp for 10 levels. And the barbarian usually hit more often which rage mitigates.
I think it is interesting, that both the barbarian and the bladesinger (the updated one with prof bonus per long rest) have problems in the same kind of situations: after too many fights per day.
 

doctorbadwolf

Heretic of The Seventh Circle
But 20 to 30 thp is not bad at all. The difference between d12 and d6 is just 3 points on average per hit die. That is also just 30 hp for 10 levels. And the barbarian usually hit more often which rage mitigates.
I think it is interesting, that both the barbarian and the bladesinger (the updated one with prof bonus per long rest) have problems in the same kind of situations: after too many fights per day.
Sure, though the Barbarian is also incentivized to max out Con, and his HP are actual HP, which means he gets them replenished when the Cleric or Druid does a group heal.

The Barbarian can also pretty much always use thier reaction for offense, as they don’t rely on reaction defense abilities to survive, which is part of why I reject out of hand the idea that “shield=HP”.

I do think Barbarians should get an ability like Evasion but for Con and Str saves, and/or eventually adv against charm effects.

Played a Gnome Rapier and Shield Barbarian/fighter once, really hard to dominate or charm, pretty unstoppable.
 

Sure, though the Barbarian is also incentivized to max out Con, and his HP are actual HP, which means he gets them replenished when the Cleric or Druid does a group heal.

The Barbarian can also pretty much always use thier reaction for offense, as they don’t rely on reaction defense abilities to survive, which is part of why I reject out of hand the idea that “shield=HP”.

I do think Barbarians should get an ability like Evasion but for Con and Str saves, and/or eventually adv against charm effects.

Played a Gnome Rapier and Shield Barbarian/fighter once, really hard to dominate or charm, pretty unstoppable.
The berserker gains more or less immunity to charm and fear... If they just had another ability at level 3 the sub class would be pretty cool.
I also like the idea of the gnome barb. With floating tasha style stats, a gnome barbarian is a force to be reckoned with.
 

doctorbadwolf

Heretic of The Seventh Circle
The berserker gains more or less immunity to charm and fear... If they just had another ability at level 3 the sub class would be pretty cool.
I also like the idea of the gnome barb. With floating tasha style stats, a gnome barbarian is a force to be reckoned with.
Oh yeah. I’d love to play her again with the Tashas rules. The flavor of the rapier was basically a “Viking” sword of Gnomish make, and she was rad as hell.

Also I always forget about the Berserker.

We did homebrew a totem for her. Badger Totem, which gave +proficiency bonus to damage against large or larger creature, and proficiency in intimidation.
 

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