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Languid_Duck
2018-10-24, 03:47 PM
The Artificer

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Bringing a unique steampunk element to the realm of DnD, the Artificer was the first class introduced through Unearthed Arcana. A relatively recent class heavily associated with the popular Eberron setting, the Artificer introduces a class with unique features, combining elements of the Rogue and the Wizard, and an emphasis on the relatively underdeveloped crafting mechanics. Sadly, an updated version has, at time of writing, been teased for months without a release. The class will be released in full with the Wayfinder’s Guide to Eberron, but in the meantime we have a preliminary version to play with. Shall we?
This guide aims to discuss the Artificer and how building it can be approached, and will be overhauled once the next iteration of the class is released. I will discuss optimization where possible, though less munchkin-y players may find helpful information for their own characters. The conventional coloration will be observed.
Gold indicates top options within their niche. These should always be, at the absolute minimum, strongly considered.
Blue indicates very strong options.
Green indicates reasonable options. They may have areas to improve, but will be a fine choice.
Purple indicates poor options that have better alternatives.
Red indicates an option that ranges anywhere from unhelpful to actively detrimental.


Class Features Hit Dice : D8 isn’t bad for a class that prefers the back lines.
Armor Proficiency : No heavy armor, but better than the full casters get. Absence of shields is unfortunate, however.
Weapon Proficiency : No martial weapons, but we don’t care .Alchemist isn’t meant to use weapons and Gunsmith gets its own personal one.
Saving Throws: Constitution is commonly called for, and it’s what you need to maintain concentration on your spells. Intelligence is the least likely saving throw to come up, but saves you from some NASTY effects [Feeblemind, Intellect Devourers…]
Skills: We get 3 from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, and Sleight of Hand. Several helpful skills with a heavy presence of intelligence.

Arcana: The most widely applicable knowledge skill, and ties in well with our whole deal.
Deception : Leave this to the people who leave the workshop, Charisma is not our forte.
History : Another knowledge skill, but less applicable than Arcana.
Investigation: Plays off a stat we will be making use of and determines our ability to find traps and loot. Those are very good things to find.
Medicine: We can already cast healing spells.
Nature: We’re likely to be decently smart, but this is a rarely called for skill that offers little in the way of valuable information.
[ Religion: See Nature, though slightly more applicable.
Sleight of Hand We have some good tools for subterfuge. You might be able to easily work this in.


Acrobatics : Helps with mobility and escaping grapples. Gunsmiths will favor this over Athletics.
Animal Handling Our construct is not an animal, and we are not Rangers. If you would like to end up riding on your construct, this may see extensive use, but ask your DM if you’ll need to.
Athletics : Much more widely applicable than Acrobatics, but tied to a worse stat. I would call it a tie for Alchemist.
Insight : Think of it as social perception. It does carry the notable perk of not requiring you to be the one engaging in the conversation, so even non:faces can see use of this.
Intimidation : Another social skill, and the most likely to worsen the situation, even if successful.
Perception: The most commonly called for skill, and one that can determine where you are the ambusher or the ambushee.
Performance : Limited in scope, even for the charismatic classes.
Persuasion: A social skill, but the most useful of the lot.
Stealth : Helps you to put yourself in advantageous situations.
Survival : Helpful enough that it makes a reasonable filler once more desirable options are spoken for.

Tools: Thieves’ Tools are the best in the game, and we get two more of our choice. Feel free to pick based on personal taste, though Herbalism Kit and Alchemist Supplies are the least unlikely to come up. Crafting is campaign depended, so this can be hit or miss.
Magical Item Analysis : Two extremely handy spells that we can cast for free, not bad at all
Tool Expertise: Double proficiency on Thieves’ tools alone is amazing. We also get it on the other two tools we picked up, which you’ll be glad for when they pop up.
Wonderous Invention: . Right off the bat we can make a Bag of Holding . A lot of good options here (goggles of night, broom of flying) and some less compelling options, making your decision making at least easier. Unfortunate that we only get a total of 5.

• Bag of Holding: One of the most iconic and helpful items in the franchise. Any campaign will want one in the party.
• Cap of Water breathing: Exceedingly situational, since the Water Breathing spell is a thing and can be ritual cast.
• Driftglobe : The ability to see in the dark is crucial sense for so much in this game. You will almost certainly have someone in your group who will need it. The only thing better than 20 feet of illumination with the option of 60 feet once a day would be 60 feet of darkvision at all times, since it doesn’t make you visible as well, but surely that kind of option won’t come up until later levels, right?
• Goggles of Night: …Oh.
• Sending Stones: A free use of Sending is nice. Being able to use it only once a day is not.

• Alchemy Jug: Unless your character is obsessed with alcohol (or mayonnaise), this will only see use in gritty survival type campaigns, where infinite water or nourishment can be great.
• Helm of Comprehending Languages: Being a polyglot is helpful is most campaigns and being an omniglot is even better. Most full casters can do this as a ritual though.
• Lantern of Revealing: The illumination is secondary to the ability to see invisibility, but we can cast See Invisibility already. At worst can save us a spell choice.
• Ring of Swimming: It’s pretty funny that this can make us faster in water than on land. A good choice if your campaign involved a lot of exploring and/or swimming.
• Robe of Useful Items: “Useful”. Some basic items you can get at character creation, a chance for a handful of less common items, and some genuinely cool ones like the pit and door. Single use of the cool ones is a genuine pity, though.
• Rope of Climbing: Stronger than your average rope, and the ability for it to help you climb is nice. It’s still situational, but a less uncommon situation.
• Wand of Magic Detection: We can already cast Detect Magic as either an action or a ritual. A poor choice for us.
• Wand of Secrets: Finding traps is already something the party will be looking for us to do and resolve. This will help us and by extension the party.


• Bag of Beans : Think of it as a safer but less enticing Deck of Many Things. Offers some helpful things, some less helpful things, some harmful things, but is always fun.
• Chime of Opening: We’re already second only to Rogues when it comes to locks. For those impossible or exceedingly important locks, there’s this
• Decanter of Endless Water: The use of infinite water is campaign dependent, but the chance to knock something prone at will as a bonus action is universally great.
• Eyes of Minute Seeing We’re likely to be called upon for Investigation, and advantage with such an important skill is pretty great. You won’t have the luxury of putting your face within 1 foot of most of the most important Investigation checks though.
• Folding Boat: A portable boat on demand will be exceedingly helpful is almost any campaign that doesn’t occur in the desert..
• Heward's Handy Haversack: The Bag of Holding’s little brother, 8 levels later. Helpful for the same reasons, but more limited in value due to smaller capacity. Better if you didn’t choose the Bag of Holding though.


• Boots of Striding and Springing: The primary benefit is the jump distance, so it’s primarily useful for melee allies.
• Bracers of Archery: ) Only applies to bows, so not us. If any ally does use bows, however, it’s easily one of the best options for them.
• Brooch of Shielding: Resistance to a rare damage type and protection from a spell you are very unlikely to come across at this level. Barely worth the attunement slot, let alone a limited number of magic item options.
• Broom of Flying: Infinite flight that doesn’t require concentration, a spell slot, or a spell choice. Anybody can benefit immensely from this and it doesn’t even require attunement. Why is this at the same level as a bush of options that offer worse mobility while requiring attunement?
• Hat of Disguise: Disguise Self is a handy spell, but the attunement requirement is a major downer.
• Slippers of Spider Climbing: While Wall Walking is cool for a ranged character, this is directly competing with flight.


• Eyes of the Eagle: Advantage on the most important skill in the game is an excellent benefit.
• Gem of Brightness: A DC 15 Constitution save will easily be met by anything you’re facing at level 20, not to mention if something manages to fail, it’ll get more chances to try again. Add in the limited use and we have a hard time justifying this.
• Gloves of Missile Snaring Since we stick to the back lines much of the damage we’ll actually be taking is from ranged weapons. We have so little opportunity to use our reaction that this will be a solid boon for survivability.
• Gloves of Swimming and Climbing: We’re better at swimming and climbing! When we can already fly! For an attunement slot!
• Ring of Jumping: It’s the Boots of Striding and Springing, but with fewer benefits and at the cost of your bonus action.
• Ring of Mind Shielding: A fine gift for your party’s face. The soul capturing aspect can actually be very interesting if you’re facing an evil sorcerer, so as to deny the capture or destruction of the soul.
• Wings of Flying: Broom of flying with higher speed that doesn’t require use of your legs or pose risk of falling. However, limited (but generous) duration, attunement, and a cooldown make it overall worse.


Spellcasting: The worst spellcasting progression in the game. We get the spellcasting progression of 1/3 casters, but not their cantrips. Still, spells > no spells. Look elsewhere for fireballs, our spells are primarily support and buffs. Both subclasses have solid attacking options, so you aren’t likely to be too reliant on spells in battle.
Ability Score Improvement: We get the standard 5.
Magic Infusion: Lets you do some fun things. The infused spell requires the activator to maintain concentration, not you, so you can provide your martial groupmates with self-buffs that they can deeply appreciate. Give your entire frontline Shield of Faith coins before a boss fight? Sure. Give your frontliners Haste coins before a boss fight? Also possible, and even better.
Superior Attunement: More attunement options lets us be more liberal in picking up utility options to do fun or unique things
Mechanical Servant: This will make us devastatingly powerful for the first couple levels we have this, and levels off as creatures and players begin to surpass it. We must choose a beast with a size of Large, which simplifies our choices somewhat. I will be looking at 2 groups of beasts: those with a CR of 2, the strongest that we can choose, and those with an Intelligence of at least 6, which are weaker in frontline combat but can use infusions (and can all fly, notably). CR 2 options are more potent in the lower levels, but the intelligent options offer more as enemies get stronger, especially with Flight.


Allosaurus: Right off the bat we have the option of a robot dinosaur. Of our options, the Allosaurus has the highest land speed at a blistering 60, and the highest damage if you can pull off a pounce. It’s also the second toughest.
Aurochs: Our squishiest option, with the lowest AC and HP. It has the second highest speed at 50 and the best knockdown ability in its DC 15 charge, giving it some of the best utility of the melee options. Go with it if you favor the option of spamming a knockdown to help your allies, but we have better options for straight combat.
Cave Bear/Polar Bear: The bears do the most consistent damage of our options due to being the only ones with multiattack. They even have a swim speed and keen smelling. The only difference between the two is that Cave Bear has Darkvision, which doesn’t matter since our constructs get 60-foot darkvision by default, meaning the distinction is purely flavor.
Giant Boar: Similar to the Aurochs. It has slightly higher HP and AC and Relentless 1/rest, but worse speed, damage, and accuracy. I personally would consider that a poor trade.
Giant Crayfish: Tales from the Yawning Portal brings this bad boy. It has the highest AC of our options. It's specialty is the ability to make 2 grappling attacks every turn, giving it tremendous utility.
Hunter Shark: The shark has no land speed, meaning that your construct would not be able to move. Might be able to earn its keep in a water campaign, since Blood Frenzy is a very strong ability, but the options below and above just as seaworthy.
Plesiosaurus: An interesting option. It has the highest bulk of all our options. The decreased land speed is offset by its 10 foot attack reach, which allows for some fun with opportunity attacks and defending its owner. Hilariously, the massive sea creature is the second stealthiest of our options.
Rhinoceros: Aurochs with less speed and slightly more HP. Speed is good for knockdown spammers, so I would consider is a downgrade.
Saber-toothed Tiger: Allosaurus with slightly worse bulk and damage as well as 20 feet less speed, but offers a better pounce DC, better stealth bonus, and Keen Smell (offset by a worse Perception bonus). I personally would consider that a poor trade, but that’s still only slightly worse than one of our best options.

Giant Eagle: The highest speed of our options, with a 80 foot flight speed. Sight is the most helpful of the senses to gain advantage on, making it a good scout and great at delivering infusions.
Giant Owl: The weakest of the useful options is the best scout, with stealth, a perception bonus, and advantage on the two most relevant senses, making it the most helpful in the long, long haul. Flyby lets you do some cute things in combat, notably flying in to Help on an enemy, and getting out of dodge without triggering opportunity attacks. This is especially potent for the Gunsmith, but runs the risk of drawing your DM’s ire because it’s that useful.
Giant Vulture: Less bulk, perception, and speed than the Eagle, but an extra sense advantage and Pack Tactics. The latter gives it the best damage of our flying options, but we have land options for damage and the other flyers are better scouts.


Soul of Artifice: A 6th attuned item is nice, but this also results in us getting a +6 to all saving throws, which is huge and stacks on top of proficiency. A worthwhile capstone, for campaigns that go this far.


Subclasses

Alchemist
The Alchemist emphasizes support, with a wide variety of concoctions to hurt, heal, hinder, and help. All its abilities key off Intelligence, making it easier for the Alchemist to avoid falling behind on spells. Some of your options scale with level and you can choose more. It doesn’t get proficiency with the alchemy kit, for whatever reason. Alchemical Acid and Fire will be your primary methods of removing hit points from angry dudes. Acid is for single targets and Fire for multiple, naturally. Unfortunately, both methods of attack involve Dexterity saves, meaning that performance will suffer against anything good in that area. Your utility tools will also provide you with some degree of control, supplemented by spells as needed

Alchemical Acid: You are given this option by default. The acid will be your primary source of damage against individual targets, scaling at the same rate as Rogue’s Sneak Attack, without the conditional requirements. Acid is a strong damage type, we could do a lot worse.
Alchemical Fire: You receive this by default as well. It scales at a slower pace than the acid, but will hit multiple targets, making it more useful in such situations. Fire is a decidedly worse damage type than Acid, but the two fill each other’s gaps nicely.
Healing Draught : A safe pick for your first option, the draught offers a solid amount of healing without expending a spell slot, but only once per creature per long rest.
Smoke Stick : A defensive option, as none of Alchemist’s damaging abilities are attack rolls you aren’t impacted by lack of visibility. As such, you can drop it on yourself and chuck acid at things at no penalty, while they have disadvantage to hit you. You can also use it to cover an escape or force ranged enemies out of position.
Swift Step Draught : A non-concentration speed boost that consumes no resources is neat, and you can keep feeding it to someone as there is no rest requirement here. Your favorite melee will appreciate you.
Tanglefoot Bag : A single square of difficult terrain? We can do better than that
Thunderstone : Most things you’d want to push around have high constitution saves, placing this on the low end of bacon-saving potential.

Gunsmith
While the Alchemist had a lot of utility, the Gunsmith is almost entirely about killing things dead. Thunder Monger inflicts damage with the same progression as a Rogue’s Sneak Attack, but without the conditional requirements. Progressing in the subclass offers AoE options, both in a line and in a sphere, giving you more flexibility in terms of damage, rather than utility. This comes as the not insignificant downside of action economy, as your bonus action will be perpetually consumed by reloading. Your special shots offer you expanded gameplay and varied choices, so that we get to make more decisions than Fighters and Barbarians at the least.
General Gameplay
Master Smith : A fitting cantrip and a new tool.
Thunder Cannon: A long range weapon that only you can use that inflicts Greatsword damage and isn’t even heavy, allowing small races to keep up. It comes at the cost of having to reload, though.
Thunder Monger : Powerful, your primary source of damage. Find ways to get advantage, so as to improve your chances of landing that wallop of an attack.
Blast Wave : Our first special shot, this is a cone attack that pushes enemies back slightly. A fine choice for when something is up in your face, allowing you to attack instead of disengaging. We get better group attacks, though
Piercing Round : …Like this. A line attack offers good opportunity to multiply your damage.
Exploding Round : A large area of effect that uses the weapon’s considerable range to do some decent hurt.

Languid_Duck
2018-10-24, 03:48 PM
Inner Workings


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Art by Aienai (https://aienai.weebly.com/)

Stats
Strength: As a ranged weapon specialist and user of light armor, Gunsmith should put an 8 here and not look back, unless you specifically want Athletics. Alchemists however can make use of heavy armor, if obtained through multiclassing or a feat, in which case 15 would be desirable. Otherwise, Alchemists can also safely dump this.
Dexterity: Bread and butter for the Gunsmith. Alchemist still likes to take this for AC and saves, initiative, and skills. Alchemist should aim for 14 and no more. Gunsmith should aim for at least 16.
Constitution: Hit points are a good thing to have. That said, both subclasses have no reason to take to the front lines, so you can get away with prioritizing elsewhere. We already have constitution saves, meaning no Resilient: Constitution, so aim for an even score, 14 or maybe even 16 being ideal.
Intelligence: Bread and butter for the Alchemist. Less important for the Gunsmith, but still useful past level 9 for boosting the DC of your special shots and skill checks. Note that you do need at least a 13 here in order to multiclass. Alchemist should aim for at least 16. Gunsmith should aim for 14. It’s possible to be a Dumbsmith though and just focus on hurting things with Thunder Monger, in which case keep it at 13 if you plan on multiclassing or dump if you don’t. If your DM is generous or open to negotiation, the Circlet of Intellect is a thing too.
Wisdom: Provides very useful saves and skills, but little mechanical benefit. Avoid outright dumping it if you can, but don’t prioritize it either. With standard array, this is a fine place for your 12 or 10.
Charisma: Primarily applicable for faces. Scientists are not meant to be faces. Can also be safely dumped, though it’s less unlikely to be relevant than Strength. Put your 10 here if doing standard array or a second 8 if doing point buy.



Race Selection
You want a race that boosts your subclass’ primary stat, by either 1 or 2, depending on if you placed an odd or even base score in that stat, so as to bump up the modifier. Even putting an even score for an odd number opens up feat or ASI splitting options that never hurt. Prioritize Intelligence for Alchemists and Dexterity for Gunsmiths. Both subclasses make use of the other’s primary stat to a lesser degree, so anything that boosts both is absolutely gravy. Constitution is also welcome if it lets you round off an odd score, and Dumbsmiths will favor it over unused Intelligence. Spells, skills, and other forms of utility are also desirable. As this is an optimization guide, races that do not boost either Intelligence or Dexterity will not be discussed. Those that are discussed are rated relative to each other. Anything that boosts your primary stat will be close in terms of combat, so you aren’t shooting yourself in the foot is that race you really like is rated purple.

Aarakocra : There’s a good chance your DM will not permit this race, and for good reason. More for Gunsmith, giving you a tasty boost to your primary stat and flight to supplement your ranged capabilities. Alchemist still appreciates the flight and boosts to secondary stats.

Bugbear : For Gunsmith thanks to the Dexterity boost. It also boasts some other bonuses you may find useful, but the primary selling point only applies to melee attacks. Alchemist can safely look elsewhere.

Changeling : Gives a +1 to either Dexterity or Intelligence, so it’s relevant to either right off the bat, if not overly statistically compelling. It gives a bunch of social benefits, which Artificers are unlikely to capitalize upon. That said, it throws the door to play that way wide open, and this also offers another tool, with expertise in it and an extra language. Unsettling Visage can definitely save your bacon as well.

Dwarf: Base features include a welcome +2 to Constitution, poison resistance, and removal of the strength requirement for heavy armor, which might be of interest to Alchemists interested in multiclassing or grabbing a feat for it.

Mark of Warding : The only subrace that offers relevant stats, and it’s a good one. Bumps to both stats on top of the +2 constitution make it desirable. Add in a bonus to Thieves’ Tools and Investigation for some nice out of combat utility. The spells don’t hurt either, and key off our casting stat. Particularly excellent for Heavy Armor Alchemists, as it lets them reap the benefits of heavy armor without having to invest in Strength.

Elf: Right away we see 2 Dexterity and proficiency in the most important skill, so we’re off to a great start. Gunsmiths may also appreciate the chance to pick up Elven Accuracy, though it’s challenging to get advantage.

Drow : Sunlight sensitivity is annoying and the Charisma is a waste, making unfavorable for Alchemist. Faerie Fire could have been fun, but it’s Charisma based for you.
Eladrin : Charisma pops up again. Teleports are always fun however, especially the Spring version, which gives you more versatility
High Elf : Intelligence makes this immediately desirable for both classes. The cantrip gives you a ton of options, either for utility or a damaging cantrip for Alchemist.
Mark of Shadows : Charisma is wasted on us, and the performance bonuses are wasted on any class other than Bard. Stealth intuition is actually nice, as is Minor Illusion. A resounding meh on my part.
Sea Elf : Constitution is cool and all, but unless you’re in an aquatic campaign, the racials are unlikely to ever be relevant.
Shadar-Kai : Comparable to Eladrin, Shadar-Kai boast a better stat bonus and resistance to a decently common damage type. The teleport is arguably a bit worse than Eladrin’s for us, since it recharges on a long rest and we get less benefit from the resistance as back liners, but its still absolutely nothing to complain about.
Wood Elf : Wisdom bonus is fine but not ideal. Speed can be cool, but we get Longstrider and Expeditous Retreat. The other racials are unlikely to be relevant to us.

Genasi: Two subraces are relevant to Artificer. 2 Constitution is always welcome. All racial features are in the subclasses, and it’s unfortunately a bit light in that regard.

Air Genasi : A Dexterity bonus inclines this toward Gunsmith. Levitate is a cool spell for a ranged oriented class. No Darkvision though, taxing you either a spell or a magical item.
Fire Genasi : Thematically, Fire should lend itself to Gunsmiths, but mechanically that Intelligence is more useful to Alchemist. Fire is an extremely common element to resist, though the spells are somewhat obsoleted by Alchemical Fire being a thing.

Gith: 1 intellect makes it more desirable for Alchemists, though neither subclass gives Dexterity for Gunsmiths. All nonstandard features are in the subcraces.

Githyanki : The strength is irrelevant for most and medium armor is redundant, but a free skill, tool and language are nice. Toss in the free Mage Hand and neat mobility spells and we can work with this. If you want heavy armor, this becomes far more relevant
as the only option with fixed ASIs in both Strength and Intelligence.
Githzerai : Wisdom is more relevant than strength if you don’t plan to pursue heavy armor. Charm/Fear resistance is decently likely to be helpful. It gets free Mage Hand once again and Shield is quite cool. The loss of the additional utilities is a shame though.

Gnome: +2 Intelligence catches the eye of both subclasses. Gnome Cunning is also excellent. It shouldn’t be surprising that Gomes are well suited to be inventors. Small size is irrelevant, since the Thunder Cannon is not a heavy weapon.

Deep : A Dexterity bump to allow Gunsmiths to want it. Superior Darkvision is always good for ranged classes, especially with Gunsmith’s normal range of 150. The unique feat is quite useful.
Forest : Another Dexterity bump, this time adding the most widely applicable cantrip in the game.
Mark of Scribing : I hope you like languages. The intuitions are unlikely to come up, but the subrace is kind enough to hand proficiency in them to let you rock the check if it does.
Rock : A Constitution bump to make this desirable to Alchemist and passable for Gunsmith. Artificer’s Lore is quite likely to come up in our line of work, not to mention having the class in the name. The clockwork devices can let you do some unique things out of combat, emulating various cantrips, with more options available via a feat.

Goblin : The stats are great for Gunsmith. Unfortunately, Nimble Escape doesn’t mesh with the class, with Gunsmith functionally unable to make use of it due to bonus action reliance It is, however, much better if you dedicate your Mechanical Servant to reloading it for you, allowing you to Hide and fire off Thunder Mongers at advantage. While Alchemist can actually use Nimble Escape, disengage is unlikely to come up for a back liner and hiding is less helpful for a class dependent on saving throw attacks. Fury of the Small is not enough to warrant a recommendation.

Halfling: +2 Dexterity for Gunsmiths, but Alchemist doesn’t get an intelligence bonus anywhere here. Lucky is always cool and the racial feats let you do fun things with dice.

Ghostwise : Wisdom bump is meh. So is telepathy, which could be helpful for stealth missions aside from the fact that guns are loud.
Lightfoot : Little benefit for a class that has no use for Charisma. It also faces the Goblin problem of the subclass that could benefit from hiding in combat restricted in bonus action use.
Mark of Healing : Medicine is one of the less useful skills, and we can already heal on touch without having to lose a hit dice. The greater dragonmark is quite strong though, if so inclined.
Mark of Hospitality : Cantrips are usually nice, and Prestidigitation is one of the nicest. If you like being a cook, this class + race combination is the absolute best at it. Choosing it allows you to pick up Mordenkainen’s Magnificent Mansion through the Greater Dragonmark feat, which is really neat .
Stout : Constitution is always welcome. Poison resistance is also very likely to come up in an adventure. Better for Dumbsmiths.

Half:Elf : Bonuses to both relevant stats AND bonus skills AND useful resistances AND access to both human and elf racial feats. As always, the race offers far too much to ignore, even when the Charisma goes to waste.

Mark of Detection : Intelligence and a floating ASI make it applicable for either subclass, and a bonus to Investigation can be nice. We can already ritual cast Detect Magic and Detect Poison and Disease is not overly helpful. This comes at the cost of a lot of features, and I really don’t think the tradeoff is worthwhile for us.
Mark of Storms : Lackluster spells and intuition bonuses, combined with other lacking abilities make this hard to recommend over the other subraces, and especially the vanilla option.
Variants : High Elf variant gives you the cantrip and Drow gives you the best part of the race without its downside. Both come at the cost of two skills, which may be a worthwhile trade to you, but I’m not a fan. Wood Elf and Aquatic offer less.


Half:Orc: Relentless endurance can save lives, but unfortunately Savage Attacks only applies to melee attacks, meaning neither subclass could/should make use of it

Mark of Finding : A Dexterity bump and a floating ASI [which a Gunsmith can apply to a second Dexterity bonus, since it doesn’t specify “other ability score”] make it applicable for either subclass. Intuition bonus to Perception is fantastic, and Survival can be worthwhile. Tracking via Imprint Prey is nice, and the ability to ignore an enemy’s invisibility is appealing to the Gunsmith.

Hobgoblin : The stats are cool for Alchemist, but without attack rolls a major benefit of Saving Face is lost. The armor and weapon proficiencies are irrelevant to us.

Human : Bonuses across the board play to your strengths and shore up your weaknesses. Shame it doesn’t offer much else.

Variant : Of course, the only thing better is keeping the most relevant bonuses while adding in a skill and, most importantly, a feat. The world is your oyster here, and the lack of darkvision is of little consequence since we get the spell and can even make Goggles of Night.
Mark of Finding : A strictly worse version of to the Half:orc subrace, since it misses out on Intimidation proficiency and Relentless Endurance for no mechanical benefit. The subrace benefits still stand, however.
Mark of Handling : The ASIs are there, but nothing else is.
Mark of Making : Just look at the name. The subrace is meant to be an Artificer. A +2 to your primary ability score and +1 to the secondary are good right off the bat. A bonus to ALL artisan tools and an extra tool are fitting for our class. Mending is wasted on Gunsmith, but Alchemist doesn’t mind. Plus yet another cantrip of your choice. AND the ability to give a +1 to armor or a weapon without concentration, which is excellent for Gunsmith. Having so much to offer makes it a genuine contender to Variant Human.
Mark of Passage : Dexterity for Gunsmith, potential Intelligence for either. Speed doesn’t hurt, though it and ignoring difficult terrain are less relevant for a ranged class. The intuitions could be better, as neither subclass is likely to invest in Athletics and land vehicles rarely come up. The Dimension Door analogue does offer some cool options.
Mark of Sentinel : +1 to only your relevant stat could be better. Initiative and Perception bonuses are admittedly cool. Vigilant Guardian is essentially a global protection against ambushes. Shield 1/long rest doesn’t cut it, and Blade Ward is certainly a thing.

Kalashtar : A boost to your relevant stat, a helpful Wisdom bump, and a less helpful Charisma bump. Advantage on Wisdom saving throws is super powerful though, as can be advantage on a social skill [probably Insight]. Psychic resistance might pop up in your campaign, and telepathy opens some fun options.

Kenku : The Dexterity bonus is tasty for Gunsmith and wisdom bonus is acceptable enough. The skill bonuses are just swell, giving you the two most desirable proficiencies for Dexterity classes. Expert Forgery is great if your game involves much item creation, since it applies to crafting just as well.

Kobold : Dexterity for Gunsmiths and we don’t care about the strength loss. You can do fun things with Grovel, and Pack Tactics is super likely to come up, giving advantage on your whallop of an attack. Sunlight Sensitivity strikes again though, see if your GM will let you artifice up some sunglasses [Goggles of Light?]. At the very least, it will be regularly negated by Pack Tactics.

Shifter: Oh hey, that’s quite an alphabetical jump. The base race boosts Dexterity, making it relevant to Gunsmiths, though no subraces help the Alchemist. Free Perception proficiency is awesome as well.

Beasthide : A constitution bump is never unwelcome. Athletics proficiency is a solid “sure, why not”, and the defensive benefits of your form bump up your staying power.
Longtooth : Unfortunately doesn’t really offer us much beyond the basic package, unless you really want Intimidation proficiency for some reason.
Swiftstride : More Dexterity, though the Charisma doesn’t help. Acrobatics is desirable, speed helps, and the ability to build more space between us and an angry demon is always welcome.
Wildhunt : A subrace that emphasizes Wisdom, which isn’t bad but not too compelling. A lot of tracking utility and the use of your form to become better at tracking are nice though, letting you play at being a Ranger.


Simic Hybrid : Constitution and a bonus to your primary stat are nice things to offer. The first level enhancements are all utility, but the Carapace option at 5th level is nice. Grappling Appendages are unlikely to come up for a ranged class and Acid Spit is outdone by both subclass’ primary methods of attack.

Tabaxi : Dexterity for Gunsmith, but irrelevant Charisma. Since our range is so good, we rarely need to move, so Feline Agility is actually great for the times we do need to reposition. Throw in free proficiency in two of the most important skills, and we have a strong choice.

Tiefling: With the abundant variants that have been released, the stat bonuses and racials are all over the place. Sadly, many of them have the unhelpful Charisma stat.

Baalzebul/Mammon/Mephistocles/Vanilla : Intelligence for Alchemist, fire resistance, and the helpful cantrip offset the lackluster Charisma-based spells. Mammon has it a bit better, in that neither of its racial spells actually use Charisma.
Dispater / Glasya : These variants trade the Intelligence for Dexterity, orienting them more for Gunsmith. The spells are also quite tasty, especially Glasya’s.
Feral : Dexterity and Intelligence boosts are awesome. The Devil’s Tongue and Hellfire options are inferior to the regular version that they optionally replace, so you should keep Infernal Legacy. The winged option trades those lackluster spells for flight. GM dependent as always, but as strong as before if somehow allowed.

Veldaken : It takes the two best things about Gnome [and actually improves the saving throw advantages by making them global], adds in an extra skill and an extra tool, with intuition. Certainly a competitive option for Alchemist.

Viashino : Well Gunsmith can appreciate the Dexterity and the skill options are nice. The melee options are not relevant to us, sadly.

Warforged: Unsurprisingly, a race of automata is quite suitable for a master of technology. Everyone likes constitution, the protection from various hazards is very nice, and you get improved AC that continues to scale with level. Three subclasses are available, two of which are relevant to our interests. Off to a great start. Also, Pants is a canonical name for a Warforged.

Envoy : Eat your heart out, Half:elf. The Envoy subrace offers flexible stat boosts, allowing both subclasses to get the stats they want. It also gives a skill, a tool, a language, and an expertise with a tool. Definitely a top option for how much it gives in addition to the base race.
Skirmisher : This subclass trades the Envoys immense utility for a bit more speed and a passive that will almost certainly never see use in your campaign. It also swaps the flexible stats for a set 2 Dexterity, keeping it suitable for Gunsmith, but unappealing for Alchemist. It still has all the Warforged perks, so it can’t be bad, and a Gunsmith might give it serious consideration.


Yuan:Ti Pureblood : Approproate for an alchemist and also offers an int bump. Once you get it, Suggestion can help once in a blue moon. The real prize is in the advantage to save against ALL magic and outright immunity to poison, making it extremely powerful defensively.

Languid_Duck
2018-10-24, 03:49 PM
You Got Magic in my Science!

https://img00.deviantart.net/346e/i/2009/031/d/7/steampunk_girl_by_zoestead.png
Art by zoestead (https://www.deviantart.com/zoestead)


Spells


Alarm: A highly situational spell, best left to someone who can ritual cast.
Cure Wounds: Healing is always a good thing, even for Alchemists.
Disguise Self: More for social types, but always opens the door for a lot of opportunity.
Expeditious Retreat: Mobility doesn’t hurt, but as ranged characters it’s less influential.
False Life: Temp HP are never bad, and it doesn’t require concentration. The number could stand to be bigger though, especially considering our limited slots and spell picks.
Jump: We have little to gain from this as rangd characters. Might be considered if you have a good amount of melee in your posse and your DM liked having some dragons in their Dugeons and Dragons.
Longstrider: Long duration and no concentration are points in its favor. Also better cast on party members than our backlining asses.
Sanctuary: A really nice concentration:free buff. None of our attacks are spells, so we’ll have no issue throwing this up between rounds.
Shield of Faith: A fine enough buff to throw on someone more likely to take an axe to the face than ourselves.



Aid: 15 more HP for your group is nothing to sneeze at, especially when this lasts so long and doesn’t require concentration.
Alter Self: Disguise Self, with more options but a higher spell level. Might be worthwhile if you didn’t pick up its little brother.
Arcane Lock: If you do a lot of dungeoning, this is always a nice way to set up a safe rest. We have another spell that accomplishes similar, though.
Blur: Comparable to Sanctuary for us, since we don’t get Mirror Image. Concentration is unfortunate but we can at least attack with it up.
Continual Flame: The only thing this brings to the table is that, if cast at 3rd level or higher, it negates Darkness. Likely not worth the spell choice.
Darkvision: Its value depends on if you managed to not choose one of the many races with natural darkvision. If you didn’t, we can always make Goggles of Night. At most this can save you a magical item choice, though you can always pick it up for a party member.
Enhance Ability: Nice to throw on your scout in a dungeon crawl, or a Counterspell user before a boss fight.
Enlarge/Reduce: A flexible spell, though Enlarge is generally more helpful.
Invisibility Easily one of the best spell options for us, a great spell for either defense or utility.
Lesser Restoration: Lets you take care of some nasty effects.
Magic Weapon : Alchemists can throw this on an ally’s weapon to help them out. Gunsmths can use it on their own weapon for a rare opportunity to boost hit chance.
Protection From Poison: Poison is a common effect, but there are ample ways to remove it, including Lesser Restoration up there.
Rope Trick: A safe opportunity for a short rest is a pretty sweet opportunity. If you have a Fighter, Monk, or Warlock, it becomes even more valuable.
Spider Climb: A reasonable substitute for Levitate, helpful for a ranged class.



Blink: A very good defense that doesn’t even require concentration.
Fly: You’d be hard pressed to find a person who wouldn’t appreciate the mobility and protection this offers.
Gaseous Form: Fly is right up there.
Glyph of Warding: Expensive and limited in utility for the level we get it at.
Haste: Neither subclass personally benefits from this, as Gunsmith is limited by reloading and Alchemist isn’t able to make effective use of the hasted action. Your lucky groupmate will strongly appreciate you throwing this on them, however.
Protection From Energy: Useful if your campaign is likely to come across dragons or hostile spellcasters.
Revivify: Bringing people back from the dead is a good thing, but it’s appropriately priced.
Water Breathing: If you’re likely to do much underwater work, this can see use. Best left to other casters, who can more easily swap it in/out and ritual cast it.
Water Walk: Slightly less niche than Water Breathing, not that this is saying much.


Arcane Eye: Put your Rogue out of a job by scouting entire dungeons safely.
Death Ward: Long duration, no concentration, and it saves lives. A great option.
Fabricate: Flavorful for our class and offers a lot of creative opportunities.
Freedom of Movement: Nice if you’re likely to face spellcasters in the near future, as it protects from some nasty effects, notably the Hold spells, without even requiring concentration.
Leomund's Secret Chest: We have had a Bag of Holding since 2nd level, and it didn’t even require a 5050 g investment.
Mordenkainen's Faithful Hound: Sadly the doggy can’t move, so it’s a glorified Alarm spell.
Mordenkainen's Private Sanctum: Can make your rests more secure, but this likely not enough to justify us picking this.
Otiluke's Resilient Sphere: Lets you take an enemy out of the fight or protect an ally in a perilous situation.
Stone Shape: Turn a wall into a door. Assuming it’s mineral based. Notably, it’s permanent.
Stoneskin: Potentially expensive, but a nice buff for a melee ally.

Languid_Duck
2018-10-24, 03:51 PM
Fine Tuning

https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/09c77d69-42f1-4852-9bba-09629bbd558b/d2vpavq-eb34d076-72a9-4c3b-9012-ae43ec14038a.jpg/v1/fill/w_751,h_1063,q_70,strp/cross_the_artificer_by_mateslaurentiu_d2vpavq-pre.jpg

Art by Mates Laurentiu (https://www.deviantart.com/mateslaurentiu)

Feats

Feats come at the cost of an ASI, and maximizing your primary stat will generally take priority. Alchemists can readily pick these up afterwards, as can Gunsmith if not interested in investing in Intelligence.

Actor : Social situation are not our wheelhouse, unless you picked Changeling I suppose.
Alert : Helpful though since we aren’t full casters or Rogues, not likely to be a priority.
Athlete : Meh. I guess a Gunsmith could conceivably put it to use, though there are better stat boosting feats.
Charger : We are not melee attackers
Crossbow Expert : Neither subclass makes use of outside weapons. Gunsmith can certainly appreciate the removal of minimal range.
Defensive Duelist : I guess an Alchemsit with a dagger could make use of it? Sadly the Thunder Cannon is not Finesse, so no such luck for Gunsmith.
Dual Wielder : Not our style.
Dungeon Delver : If serving as the substitute Rogue, you might be called upon to do this, as we tend toward decent to great Dexterity and Intelligence.
Durable : Aside from racial feats, this is the best option to round off an odd Constitution score, if so inclined.
Elemental Adept : We have no damaging spells, unfortunately. Worth consideration if your DM lets it work with your vials/shots however.
Grappler : We are neither frontliners nor grapplers. You probably don’t even meet the Strength prerequisite.
Great Weapon Master : We are not melee. The Thunder Cannon isn’t even Heavy so we have no means to make use of this.
Healer : Helpful as always, but somewhat devalued by the fact that we can already restore hit points. It might not be worth a limited ASI.
Heavily Armored : We get medium armor, so we could actually take this. If you meet the strength score for high end heavy armor or are a Dwarf, it might be worth serious consideration.
Heavy Armor Master : You’d need the armor to get this, and as backliners we are unlikely to encounter nonmagical physical damage.
Inspiring Leader : You are probably not charismatic, but it’s a solid pick if you happen to be.
Keen Mind : Potentially round off an odd Intelligence. More importantly, annoy your DM with it.
Lightly Armored : You already have the benefit.
Linguist : We already can get Comprehend Language and can make an item for it anyway.
Lucky : Always worth it to help out on a saving throw
Mage Slayer : We are backliners and unlikely to be able to capitalize on most of this feat. We specialize in hard, single hits, so the second part of this feat might actually be desirable, though probably not one of a limited number of feats desirable.
Magic Initiate : Choose Wizard for some cool new toys. Gunsmiths may appreciate Find Familiar for a little extra Help in combat.
Martial Adept : A Gunsmth might enjoy Precise Attack to improve their odds of landing Thunder Mongers. Alchemist can’t make use of it.
Medium Armor Master : An Alchemist that has an excess of Dexterity might make use of this. Gunsmith prefers to save the feat and stick with light armor though.
Mobile : We are backliners and unlikely to be able to capitalize on this.
Moderately Armored : We already have medium armor, but not shields. Still not a desirable trade.
Mounted Combatant: If you’re riding your servant, this could see use, though probably not frequent enough to justify this.
Observant : The best feat for rounding off an odd Intelligence score, thanks to the additional perks.
Polearm Master : Neither subclass has opportunity, much less reason, to make use of this.
Resilient: We already have Constitution saves, but you may with to pick up Dexterity or Wisdom as well. The best option for a Gunsmith to round off an odd Dexterity score.
Ritual Caster : We can already cast Detect Magic and Identify, but options from other classes are welcome. This is another option for Find Familiar.
Savage Attacker: We are backliners and unlikely to be able to capitalize on this.
Sentinel: We are backliners and unlikely to be able to capitalize on this.
Sharpshooter : The cover and range benefits are nice for Gunsmith, but this is really far more suited for classes with multiple attacks instead of a single, big one. Alchemist gains nothing since it doesn’t use attack rolls.
Shield Master: We are backliners and unlikely to be able to capitalize on this.
Skilled : 3 skills is nice, though I don’t know if it’s “give up a limited resource” nice.
Skulker: Unfortunately neither subclass really has the means to benefit from this, Gunsmith due to action economy and Alchemist due to use of saving throw attacks.
Spell Sniper : The only spell we get that can benefit from this would be the spell you learn from it. Gunsmith has little reason to go for this, but Alchemist might appreciate the option of an attack roll for diversity of options.
Tavern Brawler: : We are backliners and unlikely to be able to capitalize on this.
Tough: Hit points are a good thing to have.
War Caster : We don’t have as many concentration options as full casters, but it’s still nice to be able to maintain what we can. Combines with our natural Concsitution proficiency to make us very, very good at it.
Weapon Master: Neither subclass has need of weapons.

Multiclassing

Our damage progression is entirely based on our Artificer level, so be selective about how much you're willing to invest in other classes.

Barbarian : As neither subclass prioritizes strength, it may be a hard fit. None of our attacking options are spells, so we can keep up Rage as a defensive option, but it doesn’t boost our damage.
Bard : Skill shenanigans and more spells can be nice, but do you have the Charisma to even multiclass this?
Cleric : Actually a fair option. Wisdom is a helpful stat and you may well have enough to pursue this. Forge Doman is a flavorful choice and extremely practical for both subclasses, giving Alchemist heavy armor access and a shield and giving Gunsmith a +1 weapon, which may be difficult for you to come across otherwise. Shares a lot of spells with Artificer to boot, freeing up or replacing some choice options. 2 levels in Tempest Cleric is another tempting choice for Gunsmith, letting you maximize Thunder Monger damage. This can be selectively used like a smite, such as for a crit.
Druid : The absolute antithesis of the artificer, unsurprisingly, doesn’t synergize with us at all.
Fighter : About as good as it gets. Archery fighting style applies to the Thunder Cannon, making even a 1 level dip worthwhile for Gunsmith. Alchemists may consider starting here to get heavy armor proficiency and defensive fighting style. Of course, you can continue with the class and the good stuff just keeps coming. Eldritch Knight is a particularly strong option, as it gives spells that share a casting stat with our own. Notably, Toll the Dead provides an option to deal with high AC or Dexterity targets. Unfortunately neither Alchemist or Gunsmith can benefit from Extra Attack.
Monk : Monk is a very self-contained class and as such offers us nothing.
Paladin : Those stat requirements are very unfortunate, and there are better ways to get heavy armor. Gunsmith can’t even get Archery fighting style here.
Ranger : Expands our utility with an additional skill and exploration features. A second level gives a fighting style and a third, an archetype.
Rogue : More skills, expertise, possibly Cunning Action. Gunsmiths can enjoy the fact that Sneak Attack damage compensates for the Thunder Monger damage lost, so you don’t actually lose momentum. Taking it to 3rd level gives you the same offensive spell options as Eldritch Knight, making it a similarly useful option for both. Consider placing your starting level here if pursuing the multiclass, as this gives you an additional skill.
Sorcerer : Offers little over Bard, while lacking the skill benefits. If you want expanded spellcasting, there’s a far more synergistic option further down.
Warlock : No, not this one.
Wizard : There it is. Wizard shares a casting stat and expands our spellcasting capabilities with ritual casting and more spells. Can be worthwhile for Alchemist and Gunsmith can appreciate Find Familiar access. War Magic is a particularly tasty option, as Arcane Deflection gives us opportunity to actually use our reaction, in a both consistent and highly effective way, and the downside is irrelevant to us.

ImproperJustice
2018-10-24, 06:48 PM
Awesome.
As a long time fan of this class, I wholeheartedly support this guide.

Just a few points to throw out there:

I wouldn’t dismiss the Healer Feat so easily. It scales pretty well and combined with healing draught makes the Alchemist a formidable party healer.
Especially since Healing draught scales up so fast.

It’s a minor investment in a class that doesn’t need to have much of a stat focus beyond INT and CON, to help keep the party in restoring an avergae of 40 hit points per party member, per adventuring day at 10th level.

Sanctuary + reviving downed members is handy.

Aett_Thorn
2018-10-24, 07:16 PM
As an administrative comment, the blue and the green that you chose are REALLY hard to read for me.

For the more relevant discussions, I think that Rogue Multiclass should be sky blue. The synergies between the classes, especially if you go Arcane Trickster, are just too good. Wizard (and Magic Initiate (Wizard) as well), mainly to get some cantrips. For Alchemist, both of your attack potions are Dex saves, so if you're up against anything with decent Dex you can be screwed with no other options. Similarly, for the Gunsmith, if you're up against anything with a High AC, you'll have few options until later levels. Having a few cantrips to boost utility and give you some options in combat can be great.

Agree on the comment above about Healer. Yes, you can restore hit points through spells, but not many of them, and you've only got a few thanks to being a 1/3rd caster (for some reason), so being able to save your precious spell slots can be a good thing.

Crossbow Expert can be a good thing for a Gunsmith, but mainly for the removal of the penalty for melee-ranged shots. Since Gunsmiths in melee would otherwise be limited to simple weapons (and usually being bad at them except for dagger), being able to not worry about what happens if someone gets too close is handy.

Not sure if you want to add in the Xanathar's racial feats or not, but some of those can be really handy for an Artificer, like the Gnome's Fade Away. Similarly, if we're dealing with a guide on a UA class, might as well talk about multiclassing Mystic, which can actually be handy on a number of fronts.


I think that Halflings should be a bit higher rated for Gunsmiths. Especially Stout Halflings, who get Dex and Con bonuses. Since Gunsmiths can have lower Int, the lack of Int bonus isn't that bad for a Gunsmith. Githzerai Artificers could actually make for a decent Alchemist/Cleric with their Int and Wis boosts.


For both subclasses, I do think that you should mention the limitations as well as the benefits. Both Alchemist attack options are Dex-based saves, and the Alchemist has no AoE damage potential ever. The Gunsmith has some decent AoE damage, but it is usually pretty low for you by the level you get it. While the Gunsmith can tend to do the AoE over and over again, versus a Wizards AoE spells which they'll eventually run out of spell slots, the Gunsmith has pretty poor damage by comparison. 2d6 in a 15-foot cone at level 9? People complain about that kind of damage on a Dragonborn's breath weapon which starts 8 levels earlier. Also, the Gunsmith AoE abilities do no damage on a successful save. None of this makes the class bad, but they are things to keep in mind.


Edit -> Also, you might want to do a rundown of the various magic items that the class can make. I know that some of them feel like trap options to me (like ones with only a set number of charges - you can basically use up a class feature). So knowing which ones might be better/worse options in general might be a good idea.

Damon_Tor
2018-10-24, 07:43 PM
Haste: Neither subclass personally benefits from this, as Gunsmith is limited by reloading and Alchemist isn’t able to make effective use of the hasted action. Your lucky groupmate will strongly appreciate you throwing this on them, however.

Two notes here:

1. Your mechanical servant can cast this on you using an infusion, using its concentration instead of yours. Giant Eagles have the INT needed to use infusions, I think some others do as well. So you can be using your own concentration to run Magic Weapon. The ability for a mechanical servant to use infusions on your behalf and be a concentration-bot should probably be noted somewhere else in the guide, come to think of it.
EDIT: Giving your familiar an infusion if you have intelligent options via Pact of the Chain could be yet a third thingy concentrating on your spells. Something to consider with your multiclassing rankings.
2. The gun requires a minor action to reload it, it doesn't necessarily require YOUR minor action to reload it, meaning your mech can reload your gun for you.

So while you're hasted, your sequence goes:

1. Your Regular Action: Attack
2. Your Minor Action: Reload
3. Your Haste Action: Attack

Then on your minion's turn:
1. Its bonus action: Reload
2. Its Action: Whatever you want. Dash or dodge or something, because presumably you're on its back flying around at maximum range of your gun and it cant really attack.

Damon_Tor
2018-10-24, 08:03 PM
Another note relating to cleric multiclassing: Consider the synergy between the Tempest Cleric's ability to maximize thunder damage and all the dice of thunder damage you roll using thundermonger.

Then toss in 3 levels of Rogue for Assassin and auto-crit on surprise. BOOM BABY.

Languid_Duck
2018-10-24, 11:00 PM
Thank you for the insights into things I hadn't either personally tried or considered.

@ImproperJustice and Aett_Thorn, I've bumped Healer up to green. I do still think that it's less valuable for us, though I likely went too far in the other direction.

@Aett_Thorn, I've changed sk blue to gold and green to a more muted color, hope this is easier on everyone. I've bumped Rogue up to Blue, hadn't given Arcane Trickster it's due consideration. I personally hesitate to give any multiclass gold/sky blue, though this is likely the closest. I'm still whipping up the magic item analysis, most of which I haven't used or seen used in my own games, so I'm gathering secondhand experience from any other guides.

@Damon_Tor, by RAW the infusion targets the creature that actives it, so unfortunately no secondhand haste shenanigans. You could have them maintain Magic Weapon for you, however (presumably, it doesn't say what'll happen if the user isn't a valid target). Thank you for the tip about Tempest Domain though.

Damon_Tor
2018-10-25, 05:08 AM
@Damon_Tor, by RAW the infusion targets the creature that actives it, so unfortunately no secondhand haste shenanigans.

That's a good point. I forgot you need a 3 level dip into sorcerer for metamagic so you can twin the spell. Then the construct can cast it on both itself and you, since it explicitly picks any additional targets.

Aett_Thorn
2018-10-25, 05:15 AM
That's a good point. I forgot you need a 3 level dip into sorcerer for metamagic so you can twin the spell. Then the construct can cast it on both itself and you, since it explicitly picks any additional targets.

I don’t know if that jives with RAW and how infusions would cast.

tieren
2018-10-25, 05:21 AM
I really feel like infusions are a unique part of the class and the discussion of spells should include mention of which ones would be best to 7se for that purpose.

For instance, most parties don't have shield of faith active because bless is a better use of the Divine caster's concentration, but if you installed a button on the fighter's shield that would let them put it 9n themselves I bet the fighter would like and use it.

Damon_Tor
2018-10-25, 06:23 AM
I don’t know if that jives with RAW and how infusions would cast.

I don't see why it wouldn't.

Aett_Thorn
2018-10-25, 08:31 AM
I don't see why it wouldn't.

You choose to twin a spell when YOU cast it. If someone else is casting a spell from an object, you’re not casting it, so it can’t be twinned then.

When you’re putting the spell into the object, you’re also not targeting a creature, and the wording of Twinned Spell says that you target an additional creature, not an object. So I don’t think that you could twin infuse using spell points either.

Talderas
2018-10-25, 03:21 PM
Crossbow Expert can be a good thing for a Gunsmith, but mainly for the removal of the penalty for melee-ranged shots. Since Gunsmiths in melee would otherwise be limited to simple weapons (and usually being bad at them except for dagger), being able to not worry about what happens if someone gets too close is handy.

Blast Wave, Piercing Round, and Exploding Round can all be used while in melee with no penalty since the attack is save based rather than an attack roll. Blast Wave also has the side benefit of incorporating a 10ft knockback letting the gunsmith end up 40ft away from the person it was in melee with.

There may be some edge cases for the feat but you would really need at least +1 Dexterity on the feat to make it not detrimental to take as a gunsmith.

Languid_Duck
2018-11-03, 05:10 PM
Added dicussion of the notable Mechanical Servant options.

8wGremlin
2018-11-03, 07:05 PM
I feel you are missing one of the most potent forms out there:


Large beast, unaligned
Armour Class 13

Hit Points 34 (4d10+12)

Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 16 (+3) 4 (-3) 14 (+2) 8 (-1)
Skills Stealth +7

Senses darkvision 60 ft.

Languages –

Challenge 1 (200 XP)

Nondetection. The cat cannot be targeted or detected by any divination magic or perceived through magical scrying sensors.

Pounce. If the cat moves at least 20 feet straight toward a creature then hits it with a claw attack on the same turn, that target must succeed on a DC13 Strength saving throw or be knocked prone. If the target is prone, the cat can make one bite attack against it as a bonus action.

Spell Turning. The cat has advantage on saving throws against any spell that targets only the cat (not an area). If the cat’s saving throw succeeds and the spell is of 7th level or lower, the spell has no effect on the cat and instead targets the caster.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.

Daghoulish
2018-11-03, 07:55 PM
I feel you are missing one of the most potent forms out there:

That's a pretty interesting beast there but I don't think it's that good. It's already got Darkvision, which your servant gets if it doesn't. It's got decent enough hit points but nothing special. 40 feet movement is kinda slow compared to a Giant Eagle's 80 fly speed. Missing the 6 int required to use infused spells makes it a lot less versatile too. The only thing it has is Spell Turning and +7 to stealth, which are both nice but nothing outstanding. Spell Turning sounds really cool and if it happens is fantastic but it has so many limitations. First it has to pass the save, and with no proficiency in any save makes it a bit harder. Next if the fact that it has to be a single target spell, no AOE allowed, this would limit it quite a bit. Most smarter monsters will just target a more threatening combatant than a mecha-cat that's running around doing pretty low damage(as it doesn't have multi-attack). Which is the other problem, your constructs never get magical attacks which makes me feel that versatility (giving a fly/climb speed,using infusions,ect) makes a far stronger contender than a damage focused one/one trick pony. Lastly it doesn't have advantage for any kind of check. Many of these beast have advantage on hearing/smelling/seeing that makes them very perceptive, more than likely more so than the artificer.

Languid_Duck
2018-11-03, 07:55 PM
Yikes, never done SKT but that's definitely a pretty gross one. Not sure it holds up combatwise to justify the lack of flight/intelligence for a rating higher than green though. If there's anything else of note lower than CR 2 I'll be happy to add it in.

Daghoulish
2018-11-03, 08:18 PM
Yikes, never done SKT but that's definitely a pretty gross one. Not sure it holds up combatwise to justify the lack of flight/intelligence for a rating higher than green though. If there's anything else of note lower than CR 2 I'll be happy to add it in.

The only one I might mention is the Giant Crayfish from Tales from the Yawning Portals. I think it might be the only beast you can use that has a swim speed and can breath both air and water, making it a strong contender if your campaign has a lot of water combat/transportation in it. The fact that it has multi-attack,grapples on hit,can have two targets grappled at once,15 natural AC,30 feet blindsight, and 45 hp makes it a decent option for a water adventure.

jiriku
2018-11-04, 12:06 AM
I played a gunsmith artificer up through level 10. It was a bit ****. At low levels on a giant eagle mount, I could do cool things as a flying artillery piece. But by levels 7+ your spellcasting compares poorly to full casters, your offense and defense compare poorly to dedicated martial classes, and your skill access is only mediocre. It's hard to do anything well.

I would give honorable mention to the saddle of the cavalier, if you can acquire or make one. With a large pet as a class feature, you're ideally situated to use it as a mount, and the saddle does a lot to protect it. However, since the artificer wants to operate at range and the mount is only effective in melee, there's tension between its abilities and yours and you'll have to be constantly moving in and out of melee to get the best benefit.

Tetrasodium
2018-11-04, 02:07 AM
The existing artificer UA entries are terrible as they are written to mesh with the Lore of a section of faerun destroyed in both the spell plague and sundering to put its unpopularity into perspective.

With that said. I strongly suggest that you look at the 35 archetypes in faithful of eberron & rework the multiclassing section because it will almost certainly lead to dramatic changes.

With any luck, the actual artificer class will one day make us remember the artificer UAs as a bad dream.

Languid_Duck
2018-11-04, 11:53 AM
@jiriku Gunsmith's damage is perfectly on par with a Rogue using a d6 weapon, and defense is less of a issue with up to 3 built in sources of flight outside of spells. We're really comparable to Arcane Trickster, similar utility (fewer skills, in exchange for tool use), same damage, similar spell options. Expect improvements upon the official release though, particularly for the spell progression.

@Tetrasodium Thematically appropriate as it may be, Faithful of Eberron is homebrew, and I would prefer to stick to official or soon-to-be-official WotC material.

Tetrasodium
2018-11-04, 12:03 PM
@jiriku Gunsmith's damage is perfectly on par with a Rogue using a d6 weapon, and defense is less of a issue with up to 3 built in sources of flight outside of spells. We're really comparable to Arcane Trickster, similar utility (fewer skills, in exchange for tool use), same damage, similar spell options. Expect improvements upon the official release though, particularly for the spell progression.

@Tetrasodium Thematically appropriate as it may be, Faithful of Eberron is homebrew, and I would prefer to stick to official or soon-to-be-official WotC material.
100% of your post is based upon Unearthed Arcana stuff that we know are going to be replaced with something actually designed to fit eberron instead of the destroyed and wiped from the map Lantan. As to the "homebrew" term, FoE is well above the level of quality normally associated with that term & is very possibly the best 5e eberron supplement behind wgte at this point. Not only thst is the fact that it is more relevant to artificer as a class than the Unearthed Arcana stuff you focused on.
TL;DR I strongly disagree.

Languid_Duck
2018-11-04, 02:26 PM
Yes, and I intend to update everything once we have the official version one day. This is for what we currently have and can be a foundation for when the real one comes out. We don't know how much of it will be retained.

Regardless of quality (which I do agree with you on), it's not official or otherwise released by the game's creators. You won't find any major guide on this site that discusses third party content in the same vein as WotC's. You or your DM are more than welcome to utilize it in your game, but I don't believe it has a place in a mechanical discussion.

Languid_Duck
2018-11-25, 11:40 AM
(Finally) Added discussion of Wonderous Invention options.

Grod_The_Giant
2018-11-25, 11:52 AM
@jiriku Gunsmith's damage is perfectly on par with a Rogue using a d6 weapon, and defense is less of a issue with up to 3 built in sources of flight outside of spells. We're really comparable to Arcane Trickster, similar utility (fewer skills, in exchange for tool use), same damage, similar spell options. Expect improvements upon the official release though, particularly for the spell progression.
Except that the Rogue has their bonus action for things like Hide (making advantage easy to get) or TWF (making damage more reliable). And the Arcane Trickster in particular is rather more hard-hitting than you, given that they can inherently use Booming Blade to pump up their melee damage. Not to mention stuff like AoOs, Sentinel, and other off-turn attacks for double sneak attack.

You're roughly equivalent to a BASE Rogue, but they have way more ways to boost their damage.

It's also worth noting that the Alchemist struggles badly when faced with anything with good Dex saves.

Languid_Duck
2018-11-25, 12:23 PM
Except that the Rogue has their bonus action for things like Hide (making advantage easy to get) or TWF (making damage more reliable). And the Arcane Trickster in particular is rather more hard-hitting than you, given that they can inherently use Booming Blade to pump up their melee damage. Not to mention stuff like AoOs, Sentinel, and other off-turn attacks for double sneak attack.

You're roughly equivalent to a BASE Rogue, but they have way more ways to boost their damage.

It's also worth noting that the Alchemist struggles badly when faced with anything with good Dex saves.

Other than Cunning Action, all of those ways to increase damage are melee based. The Gunsmith's damage is equal to a Rogue with a shortbow, with a massive range advantage and a marginally less conditional damage source, at the cost of the ability to gain advantage through hiding. Which, admittedly, is much better for raw damage.

That said, I'm fully aware that the UA iteration of the Artificer is underpowered. I'm just trying to argue that the disparity isn't insurmountable.

I added added the disclaimer about Dex saves for the Alchemist, thank you for the suggestion.

Misterwhisper
2019-01-11, 03:52 PM
I would just like to mention that the Alchemy Jug is actually pretty amazing.

It creates 1/2oz of poison a day.
1 vial of poison is 100g.

I made SO much gold off of an alchemy jug it is not even funny.

Destructor
2019-01-29, 08:19 PM
You say "No, not this one" for warlock, meanwhile I am creating a gunsmith warlock (Hexblade). It took some convincing, but my DM agreed that the Magic Weapon spell can make my Thunder cannon a Pact weapon (It lasts for exactly one hour, enough to perform the ritual). Then I continued with Improved Pact weapon and stuff. Now I'm the skill monkey, the healer, and breaker in a party of Wizard, Barbarian and rogue. And don't forget the OP buffs I give to my friends.

Languid_Duck
2019-01-30, 05:59 PM
While it allows for a very cool build, that's sadly dependent on DM permission and goes against RAW nitpickiness. You'll have (and already seem to be having!) a lot of fun with it, but it's table-dependent enough that I wouldn't recommend the combination in guide intended to be more general.