TaranTheWanderer
Legend
In our game, we are 4th level. We have a rogue/wizard, barbarian, artificer and cleric.
This is what we've noticed about the artificer - specifically the Artillerist turret:
Casts burning hands better than the wizard: While the PC does his main action, his turret that has movement can cast burning hands every round, without using spells slots as a bonus action.
Casts Healing Word better than a cleric: Every round, it can give ALL ALLIES withing a radius 1d8+INT temporary hit points as a bonus action. Every round. The synergy with the barbarian rage is obvious. He can just constantly top us off.
It can eldritch blast every round as a bonus action: 2d8 Force damage, every round.
It isn't concentration. It can't be counter-spelled or dispelled. You can try to kill it but it has 5 hit points/level of artificer. If I took average hit points as a rogue or cleric, I'd have the same number of hit points as the turret. It has an AC of 18 which is higher than most PCs at low levels and roughly as good as the cleric or fighter. You can heal it better than you can heal a PC with a cantrip- so no spell slots to cast - just your action.
At 4th, the player took Magic initiate with the plan of summoning a familiar and having the bird fly the turret around the battlefield. Since it's hand-sized and has no weight, it should work, right?
My question: What other aspects of the Artificer make it balanced with the rest of the classes - IE: What are the Cons to playing an artificer?
This is what we've noticed about the artificer - specifically the Artillerist turret:
The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or saving throw, treat all it's ability scores as 10 (+0). If the Mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
Casts burning hands better than the wizard: While the PC does his main action, his turret that has movement can cast burning hands every round, without using spells slots as a bonus action.
Casts Healing Word better than a cleric: Every round, it can give ALL ALLIES withing a radius 1d8+INT temporary hit points as a bonus action. Every round. The synergy with the barbarian rage is obvious. He can just constantly top us off.
It can eldritch blast every round as a bonus action: 2d8 Force damage, every round.
It isn't concentration. It can't be counter-spelled or dispelled. You can try to kill it but it has 5 hit points/level of artificer. If I took average hit points as a rogue or cleric, I'd have the same number of hit points as the turret. It has an AC of 18 which is higher than most PCs at low levels and roughly as good as the cleric or fighter. You can heal it better than you can heal a PC with a cantrip- so no spell slots to cast - just your action.
At 4th, the player took Magic initiate with the plan of summoning a familiar and having the bird fly the turret around the battlefield. Since it's hand-sized and has no weight, it should work, right?
My question: What other aspects of the Artificer make it balanced with the rest of the classes - IE: What are the Cons to playing an artificer?
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