Paul Farquhar
Legend
Played and elven toymaker, with a reputation for making dangerous toys. The trick to playing an artificer is refluffing spells and abilities to fit the character's theme.
My only Artificer PC died at level 3, so not a great experience.I've played a lot of 5E and have tried out so much of it - and the only thing that has failed for me so far has been the Artificer. I've tried a few in one shots and one in a short campaign - and none of them worked for me. What I mean by this is that none of those PCs spoke to me, and mechanically they all felt a bit flat. So, I'm mostly interested in hearing from people that enjoyed playing one for 10+ levels ... but would also like to heatr any negative stories as well.
I will say that the artificer has weird rough spots.
Like, it’s very conservative and restrained in places that it doesn’t need to be?
Idk. I’d probably put spell storing item at low level with a spell level limit (so a level 16 wizard can dip and get weird with it), and only a couple charges, and scale up from there.
And tbh it’s the perfect class to make wands of (spell you won’t otherwise get until high level even though it isnt that powerful) and “break” the Spellcasting paradigm a little.
And just like…more unique infusions. Armor of Tools was rad. Gauntlets that you can cast spells through with some kind of minor buff would be rad. So much potential.
Kinetic Ring- When you get hit, or you get a critical hit with a weapon, your ring captures part of the power of that impact and stores it as potential energy. At your command it can let that stored power out to empower a weapon or spell attack’s damage.
Yeah for me the easy solution is low level infusions that pack more punch, and bring some stuff down a few levels.This. They take a bit to long to switch on. Except Battlesmith. My wives one was starting to "switch" on around level 9 everything was coming together.
I've found that adding one of the lowest lv replicate common magic item infusions as a free pick is about perfect if you want to give them a small bump. gives them a way to round out whatever theme they are going for without just making them a better X because magic.Yeah for me the easy solution is low level infusions that pack more punch, and bring some stuff down a few levels.
Maybe 1 more infusion active? Could go either way.
OTOH, I disagree that it doesn’t “switch on” until later levels. A level 3 Artillerist is great, level 5 even better. Level infusions always leave me wanting something else, but what ya gonna do?