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*Dungeons & Dragons
Does the Artificer Suck?
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<blockquote data-quote="Ashrym" data-source="post: 8379090" data-attributes="member: 6750235"><p>My alchemist did fine at level 3. He could burn a 1st level spell slot to cast a limited version of <em>fly </em>that did not require concentration. It's good for obstacle challenges and a defensive move in some combat encounters, and something other casters need to give up concentrating on another spell to accomplish.</p><p></p><p>My alchemist could use flying elixirs with <em>faerie fire </em>and a crossbow at that level. Granting advantage early from a safe distance (when the conditions were applicable) wasn't exactly a weak choice to support the party. That spell was just effective for my character as it would have been for the typical bard or druid.</p><p></p><p>The only issue with alchemists is the extra versatility the elixirs offer burns resources faster than other subclass options.</p><p></p><p>A person doesn't make a strong argument by pointing at what another class has while ignoring what that class also lacks in comparison. Paladins and rangers might have a combat style but artificers have cantrips, ritual casting, and infusions that paladins and rangers do not. It's not like paladins and rangers can hand out <em>mind sharpener </em>or<em> spell-refueling ring </em>infusions.</p><p></p><p>Most classes use d8 as the standard, and the difference the die makes is small until the higher levels you are choosing to dismiss. ;-)</p><p></p><p>Artificers are strong in skill checks because of tool expertise, flash of genius, and various infusions that can help with checks. Infusions can be changed daily like prepped spells. Replicating useful infusions like <em>cap of water breathing </em>or <em>goggles of night vision </em>at 2nd level is granting permanent abilities that it would take a full caster until 3rd level for <em>darkvision</em> or 5th level for <em>waterbreathing </em>let alone the ranger comparison who needs to be 5th level for <em>darkvision </em>and 9th level for <em>waterbreathing</em>.</p><p></p><p>Magic items can replicate spell effects without costing spell slots. Infusions can grant these spell effects earlier than the spell casters can even cast the spells. There's a lot of utility there, and it starts as early as 2nd level.</p></blockquote><p></p>
[QUOTE="Ashrym, post: 8379090, member: 6750235"] My alchemist did fine at level 3. He could burn a 1st level spell slot to cast a limited version of [I]fly [/I]that did not require concentration. It's good for obstacle challenges and a defensive move in some combat encounters, and something other casters need to give up concentrating on another spell to accomplish. My alchemist could use flying elixirs with [I]faerie fire [/I]and a crossbow at that level. Granting advantage early from a safe distance (when the conditions were applicable) wasn't exactly a weak choice to support the party. That spell was just effective for my character as it would have been for the typical bard or druid. The only issue with alchemists is the extra versatility the elixirs offer burns resources faster than other subclass options. A person doesn't make a strong argument by pointing at what another class has while ignoring what that class also lacks in comparison. Paladins and rangers might have a combat style but artificers have cantrips, ritual casting, and infusions that paladins and rangers do not. It's not like paladins and rangers can hand out [I]mind sharpener [/I]or[I] spell-refueling ring [/I]infusions. Most classes use d8 as the standard, and the difference the die makes is small until the higher levels you are choosing to dismiss. ;-) Artificers are strong in skill checks because of tool expertise, flash of genius, and various infusions that can help with checks. Infusions can be changed daily like prepped spells. Replicating useful infusions like [I]cap of water breathing [/I]or [I]goggles of night vision [/I]at 2nd level is granting permanent abilities that it would take a full caster until 3rd level for [I]darkvision[/I] or 5th level for [I]waterbreathing [/I]let alone the ranger comparison who needs to be 5th level for [I]darkvision [/I]and 9th level for [I]waterbreathing[/I]. Magic items can replicate spell effects without costing spell slots. Infusions can grant these spell effects earlier than the spell casters can even cast the spells. There's a lot of utility there, and it starts as early as 2nd level. [/QUOTE]
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