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[GUIDE] So art lies hid by its own artifice - an artificer guide
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<blockquote data-quote="ContrapuntalAnt" data-source="post: 7571598" data-attributes="member: 6988472"><p><u>6. Spells</u></p><p>Ritual spells will be marked with (R), and spells that require concentration with (C). Expensive components are generally noted. Spells added in Tasha's Cauldron of Everything are marked with an asterisk*.</p><p></p><p>Most of your spells come from the wizard list, though a number are cleric spells. It feels like more class-specific spells would be appreciated, for levels 2–5, much like the paladin gets - hopefully this will be fixed in time. The specialisms add a number of offensive spell options to an otherwise largely utility-based spell list.</p><p></p><p><u><strong>Cantrips (0 Level)</strong></u></p><p>[SPOILER=Cantrips]</p><p><span style="color: rgb(85, 57, 130)"><strong>Acid splash</strong></span>: an ok attack <span style="color: rgb(44, 130, 201)">for the level 5+ Alchemist</span>, but now the ability adds to <em>fire bolt</em> too, which is better. Otherwise, just use a crossbow.</p><p><strong><span style="color: rgb(44, 130, 201)">Booming</span> <span style="color: rgb(184, 49, 47)">blade*</span></strong>: this does not work with the extra attack feature of the Armourer or Battle Smith, and at higher levels the other specialisms probably have better things to do as well. Early on this is an ok spell though; take it then swap it out.</p><p><strong>Create bonfire</strong> (C): a great spell when used to block a doorway or similar.</p><p><span style="color: #800080"><strong>Dancing lights</strong></span> (C): concentration is a shame, and you already have a way of creating light, albeit far more limited.</p><p><strong>Fire bolt</strong>: perfect <span style="color: rgb(26, 188, 156)">for the level 5+ Alchemist</span>, otherwise it's ok but uninspiring.</p><p><strong>Frostbite</strong>: disadvantage is a great effect to add to a cantrip. On the negative side, Con save isn't the best as many enemies will have a high Con, and the damage is low.</p><p><strong><span style="color: rgb(44, 130, 201)">Green-flame</span> <span style="color: rgb(184, 49, 47)">blade*</span></strong>: see <em>booming blade</em> above.</p><p><span style="color: rgb(26, 188, 156)"><strong>Guidance</strong></span> (C): there's a reason this is a staple for clerics.</p><p><span style="color: rgb(85, 57, 130)"><strong>Light</strong></span>: you have a much smaller, permanent version as part of your <em>Magical Tinkering</em>, so it's unlikely to be worth the cantrip choice.</p><p><strong>Mage hand</strong>: shame you can't get the Arcane Trickster's version. Still useful.</p><p><span style="color: rgb(85, 57, 130)"><strong>Magic stone</strong></span>: not that great for yourself, but if you have a weak tag-along ally this is a solid enabler.</p><p><span style="color: rgb(44, 130, 201)"><strong>Mending</strong></span>: extra utility for you given the <span style="color: rgb(26, 188, 156)">cannon/steel defender</span>, and obviously thematic. A solid option. Remember that it has a 1min casting time, so it's not an in-combat heal.</p><p><strong>Message</strong>: the pointing requirement (i.e., needing to know the direction of your target) can be slightly frustrating.</p><p><span style="color: rgb(184, 49, 47)"><strong>Poison spray</strong></span>: boosted <span style="color: rgb(85, 57, 130)">by <em>Alchemical Savant</em></span>, but why get that close in the first place?</p><p><span style="color: rgb(85, 57, 130)"><strong>Prestidigitation</strong></span>: much like <em>light</em>, some effects are covered by <em>Magical Tinkering</em>. Pass.</p><p><span style="color: rgb(85, 57, 130)"><strong>Ray of frost</strong></span>: an alternative to <em>fire bolt</em>, but usually worse.</p><p><span style="color: rgb(85, 57, 130)"><strong>Resistance</strong></span> (C): concentration and a short duration hinder an otherwise useful effect. Unlike <em>guidance</em>, the need for saving throws is less predictable and less likely to occur out of combat.</p><p><strong>Shocking grasp</strong>: you don't tend to need to escape combat in the same way a wizard would, but another party member might.</p><p><strong>Spare the dying</strong>: for when you don't trust your medicine skill.</p><p><strong>Sword burst*</strong>: like thunderclap, it's a cantrip that can hit multiple enemies! A marginally better saving throw and no stealth destruction makes this slightly better.</p><p><strong>Thorn whip</strong>: controlling movement is an interesting option for a cantrip, albeit towards you is the least useful direction normally.</p><p><span style="color: rgb(85, 57, 130)"><strong>Thunderclap</strong></span>: area effect cantrips are rare but 5ft isn't far, Con save isn't ideal, and it's anything but stealthy!</p><p>[/SPOILER]</p><p></p><p>[HR][/HR]</p><p><u><strong>1st Level</strong></u></p><p>[SPOILER=Level 1 spells]</p><p><span style="color: rgb(26, 188, 156)"><strong>Absorb elements</strong></span>: <em>shield</em> but for elemental attacks. You won't get much use of this at level 1, but later on this is a great spell to have.</p><p><span style="color: rgb(26, 188, 156)"><strong>Alarm</strong></span> (R): rituals are at a premium, given your small number of spell slots. Only one person in the party needs this, but if you don't have a wizard then it might as well be you.</p><p><span style="color: rgb(251, 160, 38)"><strong><s>Arcane weapon</s></strong></span><s> (C):</s> RIP.</p><p><span style="color: rgb(44, 130, 201)"><strong>Catapult</strong></span>: better than it seems. Note that it only stops if it hits the target, so if you can get multiple enemies in a line you have extra opportunities to strike. If you're wanting direct damage, this is a very solid option. Be creative with the items you catapult too. Grappling hook? Jar full of caltrops? Talk to your GM about flinging flasks of acid as well.</p><p><strong>Cure wounds</strong>: you don't have enough spell slots to be a primary healer, but depending on the party line-up this might be an ok backup spell. <span style="color: rgb(0, 0, 0)">It gets better for level 5+ Alchemists</span>, but then they have better options for healing in the form of <em>healing word</em> and their potions.</p><p><span style="color: rgb(26, 188, 156)"><strong>Detect magic</strong></span> (R, C): again a ritual spell, and an extremely useful one at that. The concentration requirement isn't really an issue, given the spell's use.</p><p><span style="color: rgb(85, 57, 130)"><strong>Disguise self</strong></span>: very situational, but great when it works. Prepare it when necessary.</p><p><span style="color: rgb(184, 49, 47)"><strong>Expeditious retreat</strong></span> (C): you have enough things that require your bonus action already, and you simply don't need this. Needing concentration is another negative.</p><p><strong><span style="color: rgb(44, 130, 201)">Faerie Fire</span></strong>: a solid buff for the rest of your party (/debuff to enemies, depending on how you see it).</p><p><span style="color: rgb(184, 49, 47)"><strong>False life</strong></span>: perhaps use it at level 1? Even then I'd prefer other options.</p><p><strong><span style="color: rgb(0, 0, 0)">Feather Fall</span></strong>: an excellent spell which <span style="color: rgb(85, 57, 130)">you'll rarely use</span>, but will be glad to have prepared <span style="color: rgb(44, 130, 201)">when you do</span>.</p><p><strong>Grease</strong>: great fun when you get an appropriate terrain situation.</p><p><span style="color: rgb(44, 130, 201)"><strong>Identify</strong></span> (R, 100gp pearl): another ritual spell, but you probably will not have space on your 'default' spell list for it - you can switch-in Identify after finding magic items. Its usefulness will depend on how your DM provides magic item information.</p><p><span style="color: rgb(184, 49, 47)"><strong>Jump</strong></span>: if you have an otherwise impassable chasm, then go for it. Otherwise pass.</p><p><span style="color: rgb(184, 49, 47)"><strong>Longstrider</strong></span>: similarly not that great.</p><p><strong><span style="color: rgb(85, 57, 130)">Purify food and drink</span></strong>: given you prepare your spells, you can grab it when you need it.</p><p><span style="color: rgb(85, 57, 130)"><strong>Sanctuary</strong></span>: requires a bonus action, and a target that's happy not attacking. Bard, Cleric or squishy NPC might want this.</p><p><span style="color: rgb(85, 57, 130)"><strong>Snare</strong></span>: in my experience adventuring parties move around too much to make use of this often.</p><p><strong><span style="color: rgb(44, 130, 201)">Tasha's caustic brew*</span></strong>: the damage is slow to stack up, but unless you get <em>thunderwave</em> from your subclass this is likely your only level 1 area damage spell. Alchemists get a bonus to this from level 5, but note that only applies to one damage roll to one creature.</p><p>[/SPOILER]</p><p></p><p>[HR][/HR]</p><p><u><strong>2nd Level</strong></u></p><p>[SPOILER=Level 2 spells]</p><p><span style="color: rgb(44, 130, 201)"><strong>Aid</strong></span>: concentration-free and stacks with specialism-granted boots (it's an increase to HP, not temporary HP).</p><p><span style="color: rgb(85, 57, 130)"><strong>Alter self</strong></span> (C): you have better ways of getting a magic weapon... <em>Aquatic Adaptation</em> will, very infrequently, be useful.</p><p><strong>Arcane lock </strong>(25gp gold dust consumed): a very thematic spell. I would rate this higher because it's permanent and can be used to great effect, but realistically you're not going to have it prepared every day.</p><p><span style="color: rgb(184, 49, 47)"><strong>Blur</strong></span> (C): the concentration kills this, otherwise it would be an ok defensive spell.</p><p><span style="color: rgb(184, 49, 47)"><strong>Continual flame</strong></span> (50gp ruby dust consumed): another permanent spell, but expensive for an effect which is not that impressive.</p><p><span style="color: rgb(85, 57, 130)"><strong>Darkvision</strong></span>: thankfully this is not concentration and lasts a while. Darkvision is an excellent ability, but you don't have many 2nd level spells and there are better ways to solve darkness.</p><p><strong><span style="color: rgb(85, 57, 130)">Enhance ability</span></strong> (C): concentration makes this worse than it could be. Just use Guidance and save a spell selection.</p><p><strong><span style="color: rgb(85, 57, 130)">Enlarge/reduce</span></strong> (C): concentration and a short duration. Maybe if there's a grappler in the party?</p><p><span style="color: rgb(44, 130, 201)"><strong>Heat metal</strong></span> (C): another thematic spell. Disadvantage without a save for those in metal armour.</p><p><strong>Invisibility</strong> (C): amazing in certain circumstances, particularly scouting.</p><p><strong>Lesser restoration</strong>: great when you need it, but prepare it to order.</p><p><span style="color: rgb(85, 57, 130)"><strong>Levitate</strong></span> (C): an interesting variation on <em>hold person</em> against enemies without ranged attacks? It's mainly a situational utility spell.</p><p><span style="color: rgb(85, 57, 130)"><strong>Magic mouth</strong></span> (R, 10gp jade dust and honeycomb consumed): <em>Magical Tinkering</em> combined with graffiti saying "TAP THIS" gives you a budget version without preparing a spell or spending jade.</p><p><span style="color: rgb(184, 49, 47)"><strong>Magic weapon</strong></span> (C): you have much better ways of doing this.</p><p><span style="color: rgb(85, 57, 130)"><strong>Protection from poison</strong></span>: situationally useful.</p><p><strong>Pyrotechnics</strong>: this spell has some great, if situational uses. Needing a fire there already is what prohibits this from being amazing. <em>Create bonfire</em> can get around this, albeit using a second action.</p><p><span style="color: rgb(85, 57, 130)"><strong>Rope trick</strong></span>: a guaranteed short rest if you need it. Depending on campaign and party composition this might be great, but generally your spell slots are too hard to come by.</p><p><span style="color: rgb(85, 57, 130)"><strong>See invisibility</strong></span>: extremely useful for specific enemies later on.</p><p><span style="color: rgb(85, 57, 130)"><strong>Skywrite</strong></span> (R): a ritual, but a very situational one.</p><p><span style="color: #800080"><strong>Spider climb</strong></span> (C): much like <em>alter self</em>, it may occasionally come in handy.</p><p><strong><span style="color: rgb(26, 188, 156)">Web</span></strong> (C): battlefield control! An excellent spell, though it does require concentration.</p><p>[/SPOILER]</p><p></p><p>[HR][/HR]</p><p><u><strong>3rd Level</strong></u></p><p>[SPOILER=Level 3 spells]</p><p><span style="color: rgb(44, 130, 201)"><strong>Blink</strong></span>: a cool spell, and a no-concentration defensive buff. The only issue with blinking onto the ethereal plane is that your enemies can just attack someone else in the party. Shame you didn't get <em>mirror image</em> at level 2.</p><p><span style="color: rgb(85, 57, 130)"><strong>Catnap</strong></span>: campaign-dependant. If your GM is flexible with short rests, then this may be of <span style="color: #ff0000">no use at all</span>.</p><p><strong><span style="color: rgb(85, 57, 130)">Create food and water</span></strong>: prepare it when you need it.</p><p><span style="color: rgb(44, 130, 201)"><strong>Dispel magic</strong></span>: not as frequently useful as <em>counterspell</em>, but still great.</p><p><span style="color: rgb(184, 49, 47)"><strong>Elemental weapon</strong></span> (C): a thematic addition to the artificer spell list, but quite simply not worth the level 3 slot and your concentration. You probably have equally good effects from magic items by the time you get spells at this level.</p><p><span style="color: rgb(184, 49, 47)"><strong>Flame arrows</strong></span> (C): much like <em>elemental weapon</em> this is not worth your concentration. If you have two archers in the party and your GM allows two people to draw from the same quiver, it might be more interesting.</p><p><strong>Fly</strong> (C): the ability to fly is great, but by the time you get 3rd level spells this might not be so impressive. What can be encounter-breaking at level 5 (i.e. for a full caster) probably isn't at level 9.</p><p><span style="color: #000000"><strong>Glyph of warding</strong></span> (200gp powdered diamond consumed): another permanent spell. Expensive but effective. Prepare when necessary.</p><p><span style="color: rgb(44, 130, 201)"><strong>Haste</strong></span> (C): only good if you have a good target.</p><p><strong><span style="color: rgb(85, 57, 130)">Intellect fortress*</span></strong> (C): concentration is probably too high a price to give one person advantage on mental saving throws, which is the main part of this spell.</p><p><span style="color: rgb(85, 57, 130)"><strong>Protection from energy</strong></span> (C): shame it requires concentration.</p><p><strong>Revivify</strong> (300gp diamonds consumed): if you have enough spell choices to keep this prepared then great. Better left to the cleric if you have one.</p><p><strong>Tiny servant</strong>: no concentration and a long duration, but do you really need a second pet? Probably not worth it by this level.</p><p><span style="color: rgb(85, 57, 130)"><strong>Water breathing</strong></span> (R): very situational, but encounter-breaking when you need it.</p><p><span style="color: rgb(85, 57, 130)"><strong>Water walk</strong></span> (R): as above.</p><p>[/SPOILER]</p><p></p><p>[HR][/HR]</p><p><u><strong>4th Level</strong></u></p><p>[SPOILER=Level 4 spells]</p><p><span style="color: rgb(26, 188, 156)"><strong>Arcane eye</strong></span> (C): if only it could open doors (the gaps probably aren't 1" wide), it would be amazing. It still gives a unique scouting effect.</p><p><span style="color: rgb(85, 57, 130)"><strong>Elemental bane</strong></span> (C): extremely situational. Very powerful if your party is dependant on an elemental type and come across a creature resistant to it, but your party should probably diversify its attacks.</p><p><strong>Fabricate</strong>: you'll likely have the tool proficiencies to create a variety of things with this spell. Note the long casting time, despite it not being a ritual.</p><p><strong>Freedom of movement</strong>: I'm unsure how to rate this. It's very situational, but can be amazing when required.</p><p><span style="color: rgb(184, 49, 47)"><strong>Leomund’s secret chest</strong></span> (5,000+50gp chests): if you have the ridiculously expensive material component then sure, but there are better uses for 5,000gp.</p><p><span style="color: rgb(85, 57, 130)"><strong>Mordenkainen’s faithful hound</strong></span>: an interesting spell, but 5ft range isn't great and unfortunately it can't move. I would be much better were it a ritual.</p><p><span style="color: rgb(44, 130, 201)"><strong>Mordenkainen’s private sanctum</strong></span>: you don't get Leomund's Tiny Hut at 3rd level for some reason, so this will do.</p><p><span style="color: rgb(85, 57, 130)"><strong>Otiluke’s resilient sphere</strong></span> (C): 4th level feels too high for this effect.</p><p><strong>Stone shape</strong>: somewhat situational, but in multiple ways. Note the permanent duration!</p><p><span style="color: rgb(184, 49, 47)"><strong>Stoneskin</strong></span> (C, 100gp diamond dust consumed): a useful effect, but not worth the cost and concentration in my opinion.</p><p><strong><span style="color: rgb(44, 130, 201)">Summon construct*</span></strong> (C): concentration again, but a great one for action economy. There are few good combat spells available to you at this level on your main list to compete, though some subclasses have better ones.</p><p>[/SPOILER]</p><p></p><p>[HR][/HR]</p><p><u><strong>5th Level</strong></u></p><p>[SPOILER=Level 5 spells]</p><p><span style="color: rgb(26, 188, 156)"><strong>Animate objects</strong></span> (C): you will want to carry a bag of 10 tiny objects for this spell.</p><p><span style="color: rgb(44, 130, 201)"><strong>Bigby’s hand</strong></span> (C): a powerful use of bonus actions when you get to this level, if you don't mind using up your concentration on it. <em>Animate objects</em> is better if you just want damage.</p><p><span style="color: rgb(85, 57, 130)"><strong>Creation</strong></span>: well, it's certainly on-theme.</p><p><strong>Greater restoration</strong> (100gp diamond dust consumed): great when you need it, but prepare it to order.</p><p><span style="color: rgb(85, 57, 130)"><strong>Skill empowerment</strong> </span>(C): need to persuade your way through the court in a way that <em>suggestion</em> and their ilk cannot fix? Well, a 5th level spell is still a high cost for this effect.</p><p><span style="color: rgb(44, 130, 201)"><strong>Transmute rock</strong></span>: the flexibility of this spell is interesting, and will depend slightly on how expansive your GM's definition of 'rock' is, re <span style="color: rgb(26, 188, 156)">buildings</span>.</p><p><span style="color: rgb(44, 130, 201)"><strong>Wall of stone</strong></span>: I'd prefer <em>wall of force</em>, but all wall spells have potential.</p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="ContrapuntalAnt, post: 7571598, member: 6988472"] [U]6. Spells[/U] Ritual spells will be marked with (R), and spells that require concentration with (C). Expensive components are generally noted. Spells added in Tasha's Cauldron of Everything are marked with an asterisk*. Most of your spells come from the wizard list, though a number are cleric spells. It feels like more class-specific spells would be appreciated, for levels 2–5, much like the paladin gets - hopefully this will be fixed in time. The specialisms add a number of offensive spell options to an otherwise largely utility-based spell list. [U][B]Cantrips (0 Level)[/B][/U] [SPOILER=Cantrips] [COLOR=rgb(85, 57, 130)][B]Acid splash[/B][/COLOR]: an ok attack [COLOR=rgb(44, 130, 201)]for the level 5+ Alchemist[/COLOR], but now the ability adds to [I]fire bolt[/I] too, which is better. Otherwise, just use a crossbow. [B][COLOR=rgb(44, 130, 201)]Booming[/COLOR] [COLOR=rgb(184, 49, 47)]blade*[/COLOR][/B]: this does not work with the extra attack feature of the Armourer or Battle Smith, and at higher levels the other specialisms probably have better things to do as well. Early on this is an ok spell though; take it then swap it out. [B]Create bonfire[/B] (C): a great spell when used to block a doorway or similar. [COLOR=#800080][B]Dancing lights[/B][/COLOR] (C): concentration is a shame, and you already have a way of creating light, albeit far more limited. [B]Fire bolt[/B]: perfect [COLOR=rgb(26, 188, 156)]for the level 5+ Alchemist[/COLOR], otherwise it's ok but uninspiring. [B]Frostbite[/B]: disadvantage is a great effect to add to a cantrip. On the negative side, Con save isn't the best as many enemies will have a high Con, and the damage is low. [B][COLOR=rgb(44, 130, 201)]Green-flame[/COLOR] [COLOR=rgb(184, 49, 47)]blade*[/COLOR][/B]: see [I]booming blade[/I] above. [COLOR=rgb(26, 188, 156)][B]Guidance[/B][/COLOR] (C): there's a reason this is a staple for clerics. [COLOR=rgb(85, 57, 130)][B]Light[/B][/COLOR]: you have a much smaller, permanent version as part of your [I]Magical Tinkering[/I], so it's unlikely to be worth the cantrip choice. [B]Mage hand[/B]: shame you can't get the Arcane Trickster's version. Still useful. [COLOR=rgb(85, 57, 130)][B]Magic stone[/B][/COLOR]: not that great for yourself, but if you have a weak tag-along ally this is a solid enabler. [COLOR=rgb(44, 130, 201)][B]Mending[/B][/COLOR]: extra utility for you given the [COLOR=rgb(26, 188, 156)]cannon/steel defender[/COLOR], and obviously thematic. A solid option. Remember that it has a 1min casting time, so it's not an in-combat heal. [B]Message[/B]: the pointing requirement (i.e., needing to know the direction of your target) can be slightly frustrating. [COLOR=rgb(184, 49, 47)][B]Poison spray[/B][/COLOR]: boosted [COLOR=rgb(85, 57, 130)]by [I]Alchemical Savant[/I][/COLOR], but why get that close in the first place? [COLOR=rgb(85, 57, 130)][B]Prestidigitation[/B][/COLOR]: much like [I]light[/I], some effects are covered by [I]Magical Tinkering[/I]. Pass. [COLOR=rgb(85, 57, 130)][B]Ray of frost[/B][/COLOR]: an alternative to [I]fire bolt[/I], but usually worse. [COLOR=rgb(85, 57, 130)][B]Resistance[/B][/COLOR] (C): concentration and a short duration hinder an otherwise useful effect. Unlike [I]guidance[/I], the need for saving throws is less predictable and less likely to occur out of combat. [B]Shocking grasp[/B]: you don't tend to need to escape combat in the same way a wizard would, but another party member might. [B]Spare the dying[/B]: for when you don't trust your medicine skill. [B]Sword burst*[/B]: like thunderclap, it's a cantrip that can hit multiple enemies! A marginally better saving throw and no stealth destruction makes this slightly better. [B]Thorn whip[/B]: controlling movement is an interesting option for a cantrip, albeit towards you is the least useful direction normally. [COLOR=rgb(85, 57, 130)][B]Thunderclap[/B][/COLOR]: area effect cantrips are rare but 5ft isn't far, Con save isn't ideal, and it's anything but stealthy! [/SPOILER] [HR][/HR] [U][B]1st Level[/B][/U] [SPOILER=Level 1 spells] [COLOR=rgb(26, 188, 156)][B]Absorb elements[/B][/COLOR]: [I]shield[/I] but for elemental attacks. You won't get much use of this at level 1, but later on this is a great spell to have. [COLOR=rgb(26, 188, 156)][B]Alarm[/B][/COLOR] (R): rituals are at a premium, given your small number of spell slots. Only one person in the party needs this, but if you don't have a wizard then it might as well be you. [COLOR=rgb(251, 160, 38)][B][S]Arcane weapon[/S][/B][/COLOR][S] (C):[/S] RIP. [COLOR=rgb(44, 130, 201)][B]Catapult[/B][/COLOR]: better than it seems. Note that it only stops if it hits the target, so if you can get multiple enemies in a line you have extra opportunities to strike. If you're wanting direct damage, this is a very solid option. Be creative with the items you catapult too. Grappling hook? Jar full of caltrops? Talk to your GM about flinging flasks of acid as well. [B]Cure wounds[/B]: you don't have enough spell slots to be a primary healer, but depending on the party line-up this might be an ok backup spell. [COLOR=rgb(0, 0, 0)]It gets better for level 5+ Alchemists[/COLOR], but then they have better options for healing in the form of [I]healing word[/I] and their potions. [COLOR=rgb(26, 188, 156)][B]Detect magic[/B][/COLOR] (R, C): again a ritual spell, and an extremely useful one at that. The concentration requirement isn't really an issue, given the spell's use. [COLOR=rgb(85, 57, 130)][B]Disguise self[/B][/COLOR]: very situational, but great when it works. Prepare it when necessary. [COLOR=rgb(184, 49, 47)][B]Expeditious retreat[/B][/COLOR] (C): you have enough things that require your bonus action already, and you simply don't need this. Needing concentration is another negative. [B][COLOR=rgb(44, 130, 201)]Faerie Fire[/COLOR][/B]: a solid buff for the rest of your party (/debuff to enemies, depending on how you see it). [COLOR=rgb(184, 49, 47)][B]False life[/B][/COLOR]: perhaps use it at level 1? Even then I'd prefer other options. [B][COLOR=rgb(0, 0, 0)]Feather Fall[/COLOR][/B]: an excellent spell which [COLOR=rgb(85, 57, 130)]you'll rarely use[/COLOR], but will be glad to have prepared [COLOR=rgb(44, 130, 201)]when you do[/COLOR]. [B]Grease[/B]: great fun when you get an appropriate terrain situation. [COLOR=rgb(44, 130, 201)][B]Identify[/B][/COLOR] (R, 100gp pearl): another ritual spell, but you probably will not have space on your 'default' spell list for it - you can switch-in Identify after finding magic items. Its usefulness will depend on how your DM provides magic item information. [COLOR=rgb(184, 49, 47)][B]Jump[/B][/COLOR]: if you have an otherwise impassable chasm, then go for it. Otherwise pass. [COLOR=rgb(184, 49, 47)][B]Longstrider[/B][/COLOR]: similarly not that great. [B][COLOR=rgb(85, 57, 130)]Purify food and drink[/COLOR][/B]: given you prepare your spells, you can grab it when you need it. [COLOR=rgb(85, 57, 130)][B]Sanctuary[/B][/COLOR]: requires a bonus action, and a target that's happy not attacking. Bard, Cleric or squishy NPC might want this. [COLOR=rgb(85, 57, 130)][B]Snare[/B][/COLOR]: in my experience adventuring parties move around too much to make use of this often. [B][COLOR=rgb(44, 130, 201)]Tasha's caustic brew*[/COLOR][/B]: the damage is slow to stack up, but unless you get [I]thunderwave[/I] from your subclass this is likely your only level 1 area damage spell. Alchemists get a bonus to this from level 5, but note that only applies to one damage roll to one creature. [/SPOILER] [HR][/HR] [U][B]2nd Level[/B][/U] [SPOILER=Level 2 spells] [COLOR=rgb(44, 130, 201)][B]Aid[/B][/COLOR]: concentration-free and stacks with specialism-granted boots (it's an increase to HP, not temporary HP). [COLOR=rgb(85, 57, 130)][B]Alter self[/B][/COLOR] (C): you have better ways of getting a magic weapon... [I]Aquatic Adaptation[/I] will, very infrequently, be useful. [B]Arcane lock [/B](25gp gold dust consumed): a very thematic spell. I would rate this higher because it's permanent and can be used to great effect, but realistically you're not going to have it prepared every day. [COLOR=rgb(184, 49, 47)][B]Blur[/B][/COLOR] (C): the concentration kills this, otherwise it would be an ok defensive spell. [COLOR=rgb(184, 49, 47)][B]Continual flame[/B][/COLOR] (50gp ruby dust consumed): another permanent spell, but expensive for an effect which is not that impressive. [COLOR=rgb(85, 57, 130)][B]Darkvision[/B][/COLOR]: thankfully this is not concentration and lasts a while. Darkvision is an excellent ability, but you don't have many 2nd level spells and there are better ways to solve darkness. [B][COLOR=rgb(85, 57, 130)]Enhance ability[/COLOR][/B] (C): concentration makes this worse than it could be. Just use Guidance and save a spell selection. [B][COLOR=rgb(85, 57, 130)]Enlarge/reduce[/COLOR][/B] (C): concentration and a short duration. Maybe if there's a grappler in the party? [COLOR=rgb(44, 130, 201)][B]Heat metal[/B][/COLOR] (C): another thematic spell. Disadvantage without a save for those in metal armour. [B]Invisibility[/B] (C): amazing in certain circumstances, particularly scouting. [B]Lesser restoration[/B]: great when you need it, but prepare it to order. [COLOR=rgb(85, 57, 130)][B]Levitate[/B][/COLOR] (C): an interesting variation on [I]hold person[/I] against enemies without ranged attacks? It's mainly a situational utility spell. [COLOR=rgb(85, 57, 130)][B]Magic mouth[/B][/COLOR] (R, 10gp jade dust and honeycomb consumed): [I]Magical Tinkering[/I] combined with graffiti saying "TAP THIS" gives you a budget version without preparing a spell or spending jade. [COLOR=rgb(184, 49, 47)][B]Magic weapon[/B][/COLOR] (C): you have much better ways of doing this. [COLOR=rgb(85, 57, 130)][B]Protection from poison[/B][/COLOR]: situationally useful. [B]Pyrotechnics[/B]: this spell has some great, if situational uses. Needing a fire there already is what prohibits this from being amazing. [I]Create bonfire[/I] can get around this, albeit using a second action. [COLOR=rgb(85, 57, 130)][B]Rope trick[/B][/COLOR]: a guaranteed short rest if you need it. Depending on campaign and party composition this might be great, but generally your spell slots are too hard to come by. [COLOR=rgb(85, 57, 130)][B]See invisibility[/B][/COLOR]: extremely useful for specific enemies later on. [COLOR=rgb(85, 57, 130)][B]Skywrite[/B][/COLOR] (R): a ritual, but a very situational one. [COLOR=#800080][B]Spider climb[/B][/COLOR] (C): much like [I]alter self[/I], it may occasionally come in handy. [B][COLOR=rgb(26, 188, 156)]Web[/COLOR][/B] (C): battlefield control! An excellent spell, though it does require concentration. [/SPOILER] [HR][/HR] [U][B]3rd Level[/B][/U] [SPOILER=Level 3 spells] [COLOR=rgb(44, 130, 201)][B]Blink[/B][/COLOR]: a cool spell, and a no-concentration defensive buff. The only issue with blinking onto the ethereal plane is that your enemies can just attack someone else in the party. Shame you didn't get [I]mirror image[/I] at level 2. [COLOR=rgb(85, 57, 130)][B]Catnap[/B][/COLOR]: campaign-dependant. If your GM is flexible with short rests, then this may be of [COLOR=#ff0000]no use at all[/COLOR]. [B][COLOR=rgb(85, 57, 130)]Create food and water[/COLOR][/B]: prepare it when you need it. [COLOR=rgb(44, 130, 201)][B]Dispel magic[/B][/COLOR]: not as frequently useful as [I]counterspell[/I], but still great. [COLOR=rgb(184, 49, 47)][B]Elemental weapon[/B][/COLOR] (C): a thematic addition to the artificer spell list, but quite simply not worth the level 3 slot and your concentration. You probably have equally good effects from magic items by the time you get spells at this level. [COLOR=rgb(184, 49, 47)][B]Flame arrows[/B][/COLOR] (C): much like [I]elemental weapon[/I] this is not worth your concentration. If you have two archers in the party and your GM allows two people to draw from the same quiver, it might be more interesting. [B]Fly[/B] (C): the ability to fly is great, but by the time you get 3rd level spells this might not be so impressive. What can be encounter-breaking at level 5 (i.e. for a full caster) probably isn't at level 9. [COLOR=#000000][B]Glyph of warding[/B][/COLOR] (200gp powdered diamond consumed): another permanent spell. Expensive but effective. Prepare when necessary. [COLOR=rgb(44, 130, 201)][B]Haste[/B][/COLOR] (C): only good if you have a good target. [B][COLOR=rgb(85, 57, 130)]Intellect fortress*[/COLOR][/B] (C): concentration is probably too high a price to give one person advantage on mental saving throws, which is the main part of this spell. [COLOR=rgb(85, 57, 130)][B]Protection from energy[/B][/COLOR] (C): shame it requires concentration. [B]Revivify[/B] (300gp diamonds consumed): if you have enough spell choices to keep this prepared then great. Better left to the cleric if you have one. [B]Tiny servant[/B]: no concentration and a long duration, but do you really need a second pet? Probably not worth it by this level. [COLOR=rgb(85, 57, 130)][B]Water breathing[/B][/COLOR] (R): very situational, but encounter-breaking when you need it. [COLOR=rgb(85, 57, 130)][B]Water walk[/B][/COLOR] (R): as above. [/SPOILER] [HR][/HR] [U][B]4th Level[/B][/U] [SPOILER=Level 4 spells] [COLOR=rgb(26, 188, 156)][B]Arcane eye[/B][/COLOR] (C): if only it could open doors (the gaps probably aren't 1" wide), it would be amazing. It still gives a unique scouting effect. [COLOR=rgb(85, 57, 130)][B]Elemental bane[/B][/COLOR] (C): extremely situational. Very powerful if your party is dependant on an elemental type and come across a creature resistant to it, but your party should probably diversify its attacks. [B]Fabricate[/B]: you'll likely have the tool proficiencies to create a variety of things with this spell. Note the long casting time, despite it not being a ritual. [B]Freedom of movement[/B]: I'm unsure how to rate this. It's very situational, but can be amazing when required. [COLOR=rgb(184, 49, 47)][B]Leomund’s secret chest[/B][/COLOR] (5,000+50gp chests): if you have the ridiculously expensive material component then sure, but there are better uses for 5,000gp. [COLOR=rgb(85, 57, 130)][B]Mordenkainen’s faithful hound[/B][/COLOR]: an interesting spell, but 5ft range isn't great and unfortunately it can't move. I would be much better were it a ritual. [COLOR=rgb(44, 130, 201)][B]Mordenkainen’s private sanctum[/B][/COLOR]: you don't get Leomund's Tiny Hut at 3rd level for some reason, so this will do. [COLOR=rgb(85, 57, 130)][B]Otiluke’s resilient sphere[/B][/COLOR] (C): 4th level feels too high for this effect. [B]Stone shape[/B]: somewhat situational, but in multiple ways. Note the permanent duration! [COLOR=rgb(184, 49, 47)][B]Stoneskin[/B][/COLOR] (C, 100gp diamond dust consumed): a useful effect, but not worth the cost and concentration in my opinion. [B][COLOR=rgb(44, 130, 201)]Summon construct*[/COLOR][/B] (C): concentration again, but a great one for action economy. There are few good combat spells available to you at this level on your main list to compete, though some subclasses have better ones. [/SPOILER] [HR][/HR] [U][B]5th Level[/B][/U] [SPOILER=Level 5 spells] [COLOR=rgb(26, 188, 156)][B]Animate objects[/B][/COLOR] (C): you will want to carry a bag of 10 tiny objects for this spell. [COLOR=rgb(44, 130, 201)][B]Bigby’s hand[/B][/COLOR] (C): a powerful use of bonus actions when you get to this level, if you don't mind using up your concentration on it. [I]Animate objects[/I] is better if you just want damage. [COLOR=rgb(85, 57, 130)][B]Creation[/B][/COLOR]: well, it's certainly on-theme. [B]Greater restoration[/B] (100gp diamond dust consumed): great when you need it, but prepare it to order. [COLOR=rgb(85, 57, 130)][B]Skill empowerment[/B] [/COLOR](C): need to persuade your way through the court in a way that [I]suggestion[/I] and their ilk cannot fix? Well, a 5th level spell is still a high cost for this effect. [COLOR=rgb(44, 130, 201)][B]Transmute rock[/B][/COLOR]: the flexibility of this spell is interesting, and will depend slightly on how expansive your GM's definition of 'rock' is, re [COLOR=rgb(26, 188, 156)]buildings[/COLOR]. [COLOR=rgb(44, 130, 201)][B]Wall of stone[/B][/COLOR]: I'd prefer [I]wall of force[/I], but all wall spells have potential. [/SPOILER] [/QUOTE]
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[GUIDE] So art lies hid by its own artifice - an artificer guide
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