D&D 5E (2024) The Artificer. Class Review And Thoughts.

There's also a battery in the Netheril's Fall book that can recharge wands. lots of potential. I'm not sure if it works with that swapping feature : "While holding the battery, you can take a Magic action to touch the battery to one magic item. If that magic item normally regains expended charges daily, it immediately regains 1d4 + 1 expended charges, and the battery loses its magic."

Only problem is squishy

Do wands count as wondrous items? For the level 14 ability.
 

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I'd go with Cube of summoning, horn of Valhalla, or one of the four elemental ones.

Beads of force feel ... kinda weak, and bag of beans too random.

Or just a level 5 spelwrought tattoo. Got to be something good as a 5thl level spell
 



Do people here like the class?
I am currently playing a 2014 Artillerist, it is mostly fun but has a few pain points. The new version fixes some of those pain points but not all of them. I think that having a ring of spell storing and a wand of magic missiles both as recipes known at 6th level is almost a must since you can use one of them then sacrifice it to turn it into the other item. Then once that item is expended you can sack it for a spell.
 

I am currently playing a 2014 Artillerist, it is mostly fun but has a few pain points. The new version fixes some of those pain points but not all of them. I think that having a ring of spell storing and a wand of magic missiles both as recipes known at 6th level is almost a must since you can use one of them then sacrifice it to turn it into the other item. Then once that item is expended you can sack it for a spell.

On paper the artillerist looks good. What is its pain points as the class hasn't drastically changed?
 

On paper the artillerist looks good. What is its pain points as the class hasn't drastically changed?
So to me the entire Artificer has a bit of a problem keeping up until you get your spell storing item at 11th. The level 6 ability helps as it gives you 1 more 3rd level spell slot and 1 free or extra wand of magic missiles so 2 decent attacks.

The Artillerist and the Alchemist both need to spend most if not all of their 1st level spell slots keeping their level 3 class ability up where the Armorer and Battle Smith don't. To me that makes them feel tighter on spell slots for utility and defence/offence.
 

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