D&D 5E Zard's Post Tasha's Archetype Tier List

I have but other classes can also do that without making themselves worse.

The artificer gives up a lot for those infusions and 3/4 the intent is probably they use them themselves.
It doesn't matter if an individual character makes themselves worse, or sits out the fighting entirely, so long as the team total is greater. It's not unusual in some MMOs to see a whole squad of support types focusing on buffing one character who does all the fighting.
 

log in or register to remove this ad

Zardnaar

Legend
It's 1d4+STR+RAGE BONUS.

They are refreshed every round. So as long as you are doing your job and taking hits a substantial amount can be absorbed.

The Battlerager does need a bit off help - but the DM can fix it by adding a greater variety and magical versions of spiked armour.

Outside the scope of the archetype as presented.

Not a bad idea if a pc does pick one. Next one I see will be the first though. I think my C rating is fair enough sometimes an archetype might be a strong B or weak A.

Hence in some campaigns this archetype is better or worse.
 

Zardnaar

Legend
It doesn't matter if an individual character makes themselves worse, or sits out the fighting entirely, so long as the team total is greater. It's not unusual in some MMOs to see a whole squad of support types focusing on buffing one character who does all the fighting.

Yeah but those buffs are usually really damn good, the infusions early on are very minor.

D&D rewards killing stuff faster so buffs have to be damn good (haste, greater invisibility) or low opportunity cost (bard dice, bless, faerie fire).
 

Outside the scope of the archetype as presented.

Not a bad idea if a pc does pick one. Next one I see will be the first though.
True - players have no way of knowing if the DM is going to drop awesome adamantine spiked half plate +3 into the game, so they are reluctant to choose the option. Also, I don't know any players who own SCAG. But reprinting the class with a big long spiked equipment list attached (and cool art) would probably make it more popular. You could do things like poison the spikes as well. An actual mechanical change would be to state that you can use your Unarmored Defense AC if it is better than what you get from your spiked armor.
 

Yeah but those buffs are usually really damn good, the infusions early on are very minor.
Again, that is because you are dishing out magic weapons like candy. The difference between having and not having a magic weapon can be the difference between normal damage and zero damage.

And a fighter with action surge, extra attack and martial weapon proficiency is going to do a lot more with a +1 maul than an alchemist with a +1 dagger.
 
Last edited:

Zardnaar

Legend
Barbarian: Berserker.

This one is very short and to the point. This archetype is D it sucks avoid.

This is because frenzy makes you worse at being a barbarian due to exhaustion levels. The rest of it's abilities are to situational and limited to add up to much.

You can maybe frenzy once before it the exhaustion levels make you bad. At higher levels you might be able to beg a greater restoration off a spell caster in effect wasting a 5th level spell slot for your bad life decision.

Do yourself and the party a favor and avoid.
 

Zardnaar

Legend
Again, that is because you are dishing out magic weapons like candy. The difference between having and not having a magic weapon can be the difference between normal damage and zero damage.

See previous post about what I have dished out. There might be one magic weapon in the party although I allow them to buy common items in Xanathars/DMG which is RAW afaik.

I think the fighter bought a single sword from Xanathars which offers very little combat advantage.

You'll hate LMoP.
 

See previous post about what I have dished out. There might be one magic weapon in the party although I allow them to buy common items in Xanathars/DMG which is RAW afaik.

I think the fighter bought a single sword from Xanathars which offers very little combat advantage.
If the party has no magic weapons, then the have just been killed by a wererat.

And I suggest you re-read Xanathar's. It is not a shopping catalogue. You cannot buy things from it.
 

Zardnaar

Legend
Barbarian: Totem Warrior.

The Totem Warrior is a very interesting archetype. How effective it is depends on the totem you pick but you have the option of three with two more added in SCAG.

What one is better probably comes down to personal preference. Some are better early on others later. Usually it's a combat ability level 3, utility 6, combat 14.

Shout out to the Bears level 3 ability resistance vs everything except psychic.

At level 10 you gain the spirit walker ability. You can use commune with nature as a ritual. Not to exciting but cool little ability.

Overall I think it's pretty hard to mess up the Totem Warrior. The abilities are interesting, fun and powerful.

I'm going to rate the Totem Warrior as an S. I like the archetype a lot and I think it's good. And I'm not a fan of Barbarians in general.
 

Zardnaar

Legend
If the party has no magic weapons, then the have just been killed by a wererat.

And I suggest you re-read Xanathar's. It is not a shopping catalogue. You cannot buy things from it.

Wererat you have things like cantrips. Warrior just needs to grapple it or something if they can't hurt it.
 

Wererat you have things like cantrips. Warrior just needs to grapple it or something if they can't hurt it.
The alchemist has cantrips, which they don't need to use their infusions for. And, because you don't do anything in your game apart from fight, you are completely ignoring game-changingly useful infusions like Bag of Holding and Sending Stones. In our game Sending Stones was the thing the party really really needed that the artificer made.

As for Bless, you can cast it on yourself, but our support cleric doesn't. She casts it on the front liners who can make better use of it. It's called being a team player.
 

Zardnaar

Legend
The alchemist has cantrips, which they don't need to use their infusions for. And, because you don't do anything in your game apart from fight, you are completely ignoring game-changingly useful infusions like Bag of Holding and Sending Stones. In our game Sending Stones was the thing the party really really needed that the artificer made.

As for Bless, you can cast it on yourself, but our support cleric doesn't. She casts it on the front liners who can make better use of it. It's called being a team player.

Reason you cast it on yourself is so you don't lose it as easily when hit.

Last session was heavy combat but we had two encounters in 4 sessions before the current combat wombat stuff.

When it rains it pours.

Before that mostly diplo and exploration.

Taken them 7 months roughly to hit level 6, about to hit 7 (since June last year).

I ran two printed adventures if you want to check the amount of combat in them.

No one in the party deals particularly impressive damage all sword and board.

Think they leveled to 6 with a grand total of 3 encounters.

Level 6 has seen lots of combat though 5 was combat light.
 


Zardnaar

Legend
Which is irrelevant if you don't put yourself in a position to get hit.

Missiles, spells, AoE etc.

Level 6 they wore a chain lightning. Generally if PCs have lots if magic I'll add some more to my encounters.

Smart Spellcasters build around not having concentration interupted. Artificer saves are very nice.
 

Missiles, spells, AoE etc.

Level 6 they wore a chain lightning. Generally if PCs have lots if magic I'll add some more to my encounters.

Smart Spellcasters build around not having concentration interupted. Artificer saves are very nice.
Depends what you are fighting. Against general mooks you are better casting Bless on the tank and scrappers and letting them do their job.

The Artificer can infuse an item that prevents a character loosing concentration. They can give it to the party's main caster.
 

Zardnaar

Legend
Depends what you are fighting. Against general mooks you are better casting Bless on the tank and scrappers and letting them do their job.

The Artificer can infuse an item that prevents a character loosing concentration. They can give it to the party's main caster.

Casters in party already proficient in con saves and one if them also has warcaster.

They don't flunk concentrate saves often.

Divine Soul5/cleric 1. (warcaster)
Storm Sorcerer
Eldritch Knight
Paladin
Artificer
Light Cleric (warcaster)

Think they're good. 4/6 proficient in con saves, Paladin with aura, and light cleric doesn't use concentration saves much, radiance, force, fire. Everyone casts spells hmmnn.

Xanathars fighter bought a magic sword, all the other items are non combat fun trinket type stuff.

Paladin needs a magic weapon casts the spell or hits stuff harder via smites or just sucks.

Divine Soul and Cleric both have spiritual weapon.

Sorcerer doesn't care. Spells and cantrips.
 

Casters in party already proficient in con saves and one if them also has warcaster.

They don't flunk concentrate saves often.
In which case the artificer can make something else.

Artificer is the Swiss Army Knife class. It provides whatever the party lacks. It even has an infusion for removing stones from horses' hooves.
 

Zardnaar

Legend
In which case the artificer can make something else.

Artificer is the Swiss Army Knife class. It provides whatever the party lacks. It even has an infusion for removing stones from horses' hooves.

There's other swiss army knives classes though.

2/4 got a half decent rating.

And as I said lots of people think the alchemist is crap.
 

Lycurgon

Explorer
Artificer: Artillerist

Shields another one as without the warcaster feat you may not be able to cast it.
Artificers should have no problem casting shield. Either they are using a tool focus or an Infusion in hand as a focus to cast all their spells. If they want to cast with their hands full of weapon and shield they just have to infuse one of them and use that as a focus. Since all spells are considered to have the M component for Artificers they don't have the same issues with casting Shield as others wanting to do so in combat. They don't need to have warcaster as long as the infuse their weapon of choice.
 

There's other swiss army knives classes though.
I would say the artificer is by far the broadest and most flexible, although bards do better in the social pillar.
2/4 got a half decent rating.
You have proved very effectively the subjectiveness of ratings.
And as I said lots of people think the alchemist is crap.
Which is typical min/maxer overreaction. Not quite as good as another option is not the same as being crap.
 

Level Up!

An Advertisement

Advertisement4

Top