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Ortho
2020-05-29, 11:03 PM
Practical Magical Gadgetry

A Guide to Artificers


http://wizardofthetavern.com/wp-content/uploads/2019/11/artificer-5e.jpg
Image by Ryan Pancoast (https://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=417590)
Note: None of the images in this thread belong to me. All images in this thread have been taken from Google Image Search because all the cool guides have pictures.

Artificers are a relatively recent addition to the classes of Dungeons and Dragons. First introduced in the Eberron campaign setting in 2004, their steampunk aesthetic and unique interactions with magic items made Artificers one of the more beloved classes in the game. While Artificers didn't make the official release of Fifth Edition in 2014, they do have the honor of being the first - and currently only - new class introduced to the edition.

This guide will be going over the official printed version of the Artificer, released in Eberron: Rising from the Last War and Tasha's Cauldron of Everything.

What the Colors Mean:
(I.e. How to Use this Guide)

Green: A very good option. It's very good at what it does, or provides a lot of useful options. You should take this option.
Blue: A good option. You'll see yourself using it fairly frequently.
Black: A decent option. This is the baseline for how good something should be. You can't go wrong with this.
Red: Not a very good option. Best to avoid.
Teal: A situational option. In some specific cases it's good, but most of the time you'll not use it.


Table of Contents:
Class Features (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536366)
Ability Scores and Races (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536368)
Artificer Specialist (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536370)
Infusions (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536372)
Artificer Spells (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536373)
Feats (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536375)
Backgrounds and Multiclassing (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536376)



Class Features:

Hit Dice: d8. This seems to be about the "average" hp for most classes.
Armor Proficiency: Light armor, Medium armor, and Shields. Not bad at all.
Weapon Proficiency: Simple weapons. Maybe firearms, depending on the campaign. Nothing to write home about.
Tool Proficiency: Thieves' Tools, Tinker's Tools, and one Artisan's tools of your choice. You're tied with Bards for the class with the most tool proficiencies, and even then, Bards just get three different musical instruments.
Saving Throws:
Constitution saves are great for keeping concentration on your spells and for avoiding nasty poison effects.
Intelligence saves, by contrast, are so rarely used that they're not worth much.
Skills:
Arcana: Knowing the difference between a rune of Healing and a rune of Fireball could save your life one day.
History: You have the smarts to back it up, and extra knowledge never goes amiss.
Investigation: Perception is how you see stuff, but Investigation is how you find stuff.
Medicine: As useful as being a doctor is, the fact that you have healing spells makes this redundant.
Nature: You create abominations of nature on a daily basis. Leave this to the tree-hugging Druid if you can; you won't be using this very often.
Perception: Perception is, I think, the most used skill in 5e. Even though WIS is likely your dump stat, you want to be able to see things coming.
Sleight of Hand: Fun when you want to pull a Fallout and pick-pocket a live grenade into someone's trousers.
Magical Tinkering: Your choice of a soundbite, glowstick, 7-segment display, or Febreze. It feels like this is a cantrip that got wrapped up into a class feature somehow. Not game-changing, but cool to have, I guess.
Spellcasting: First and foremost, you're a half-caster, so you're not getting the high-level flashy stuff. But you can swap out prepared spells on a long rest, you get Ritual Casting, and - uniquely - you can swap out cantrips on a level-up. That's more than what some full caster classes get.
Infuse Item: So good. Creating items is the bread and butter of this class, and you can do so much with this.
The Right Tool for the Job: I'm a little unclear as to why you couldn't just buy the toolkit ahead of time.
Ability Score Improvement (ASI): You get 5 of 'em, same as most classes. With the proper infusions you can guarantee items that set your Strength and Intelligence score to 19, which uniquely makes ASIs almost redundant.
Tool Expertise: You have at least 3 tool proficiencies already - one of which is Thieves' Tools - so calling this useful is an understatement.
Flash of Genius: +5 to skill checks/saving throws, up to 5 times per day, with a 30ft range? Good grief, this is powerful.
Magic Item Adept: In 5e, this is the only way to attune to more than 3 items at once. Heck, not even the Epic Boons in the DMG, grant this. Reducing the time and cost of magic item creation is useful, too.
Spell-Storing Item: You're letting someone else cast your spell for you. I can think of a few ways this can be useful; letting the big burly front-line Fighter cast Blur, for example.
Magic Item Savant: More attunement slots is less of a big deal now, but being able to ignore attunement restrictions allows access to some really powerful stuff.
Magic Item Master: "Starting at 18th level, you can attune to up to six magic items at once." This sentence - my complaint over its brevity - is just as long as the feature itself. Notably, unlike Savant and Adept, we don't get any extra features to go with this extra slot, so we start to hit diminishing returns.
Soul of Artifice: Up to +6 to all saving throws (depending on how aggressively you used Magic Item Master), and instead of dying you can kill an Infusion. This is capstone material, all right.



Class Features | Ability Scores and Races (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536368) | Artificer Specialist (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536370) | Infusions (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536372) | Artificer Spells (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536373) | Feats (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536375) | Backgrounds and Multiclassing (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536376)

Ortho
2020-05-29, 11:04 PM
Class Features (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536366) | Ability Scores and Races | Artificer Specialist (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536370) | Infusions (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536372) | Artificer Spells (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536373) | Feats (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536375) | Backgrounds and Multiclassing (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536376)

Ability Scores:

Strength: Your infused items aren't that heavy.
Dexterity: This boosts your AC and Initiative. This should be your secondary stat.
Constitution: Hit points are good. This is a viable secondary stat.
Intelligence: Your spellcasting, class abilities, and most of your skills rely on this, so you want to pump this as high as it will go. Battle Smiths also use Intelligence for their attacks, just in case you need another reason.
Wisdom: Nothing keys off of this, but some of the most useful skill checks are Wisdom and Wisdom saves are somewhat common, so you'll want to consider boosting it slightly.
Charisma: This doesn't add anything to your repertoire.

Essentially, you build an Artificer in much the same way that you build a Wizard. You'll want to pump Intelligence and Dexterity (and Constitution of course, but every class wants that), but everything else is fair game to be dumped. The example below uses 27 point buy, before racial stat increases.


Suggested Build:
STR 10, DEX 14, CON 14, INT 15, WIS 10, CHA 8
The Dex and Con scores don't need to be super high, as you really only need 14 Dex for Medium Armor. Battle Smiths should consider pumping Con more, since you're more likely to be hit by the bad guys.



Races:

Tasha's Cauldron of Everything
The TL,DR is that if you're using the Customizing Your Origin rules, you can skip right over this whole section of the guide.

Tasha's Cauldron of Everything doesn't technically introduce any new races, but it does introduce new character creation rules that deserve mention. The new rules allow any race to swap around your Ability Scores and your Skills - which is exactly as powerful as it seems. There's also a Custom Lineage option, which I've detailed below. What this means is that if your DM is allowing these rules, every race in the game would be rated either Blue or Green, since every average or below average feature can be swapped out for a beneficial one.

Custom Lineage: +2 to one stat. Technically not a race, but a template to create your own. You can choose your size, appearance, languages, and you get your choice of darkvision/skill proficiency and one feat. It's versatile, but Artificers can make do with relatively few feats, so this isn't quite as beneficial for an Artificer as it would be for another class.


Player's Handbook
Hill Dwarf: +2 CON, +1 WIS. This doesn't add anything to your primary stats, but you do get poison resistance and bonus hit points.
Mountain Dwarf: +2 CON, +2 STR. You get the Dwarven benefits of Darkvision and poison resistance, but that's about it.
High Elf: +2 DEX, +1 INT. Perfect stats and everything else that makes an Elf great, with a bonus cantrip thrown in.
Wood Elf: +2 DEX, +1 WIS. Speedier and stealthier than the average Elf. Doesn't make for the best Artificer, though.
Dark Elf: +2 DEX, +1 CHA. Sunlight Sensitivity's not actually that bad on you, given that Artificers are focused more on utility than attacking. That being said, you'll still have to finagle your build slightly to work around it.
Lightfoot Halfling: +2 DEX, +1 CHA. Halflings get brownie points for Lucky alone, but there's not much else that helps an Artificer.
Stout Halfling: +2 DEX, +1 CON. It pumps both your secondary stats, but the lack of an Intelligence boost hurts.
Human: +1 to all stats. The epitome of boring practicality. Nothing mind-blowing, but not bad either.
Variant Human: +1 to two stats. Note that this subrace is allowed only at your DM's discretion, so be sure to ask before selecting it. This isn't actually that good on an Artificer, since so few feats are a must-have.
Dragonborn: +2 STR, +1 CHA. It pumps both your dump stats.
Forest Gnome:+2 INT, +1 DEX. Perfect stat increases and a free cantrip make you a mini High Elf.
Rock Gnome: +2 INT, +1 CON. Tailor-made to be an artificer. Heck, you even get magical trinkets as a racial ability!
Half-Elf: +2 CHA, +1 to two stats. The best parts of an Elf mixed with the versatility of a Human. Charisma goes to waste, though.
Half-Orc: +2 STR, +1 CON. The get-out-of-death-free card could be useful, and Armorers and Battle Smiths can get some mileage out of the melee bump.
Tiefling: +2 CHA, +1 INT. Fire Resistance and a free cantrip makes for a good Artificer.


Dungeon Master's Guide
Eladrin: +2 DEX, +1 INT. It's a High Elf with a 2nd-level spell instead of a cantrip.
Aasimar: +2 WIS, +1 CHA. Nothing for you here, unfortunately.


Elemental Evil
Aarakocra: +2 DEX, +1 WIS. Stat-wise, an Aarakocra is nothing special, but unrestricted flight is fairly powerful and worth considering.
Deep Gnome: +2 INT, +1 DEX. Slightly less flavorful than a Rock Gnome, but still makes for a great Artificer.
Air Genasi: +2 CON, +1 DEX. A boost to both secondary stats. Levitation's already on your spell list, though.
Earth Genasi: +2 CON, +1 STR. There's not much here.
Fire Genasi: +2 CON, +1 INT. Fire Resistance and a free cantrip reminds me of the Tiefling, but unlike the Tiefling, the stat increases are quite good.
Water Genasi: +2 CON, +1 WIS. Acid resistance and being able to breathe and swim underwater is nice. Not a top-tier pick, but not actively bad, either.
Goliath: +2 STR, +1 CON. There's a lot of cool features for hardiness, but nothing here screams "Artificer."


Storm Coast Adventurer's Guide
Ghostwise Halflings: +2 DEX, +1 WIS. The Halfling base package is strong. Which is good, because this subrace doesn't add anything worth mentioning. For Artificers, this is the weakest of the three halfling races.
Deep Gnome: +2 INT, +1 DEX. Boy, this just keeps getting reprinted, doesn't it? Same rating as always
Variant Half-Elf: +2 CHA, + 1 to two stats. Just in case the Half-Elf wasn't versatile enough, now you have even more options!
Variant Tiefling: +2 DEX, +1 INT. You don't get heavy armor proficiency anyways, (unless you're an Armorer) so you basically have flight with no downsides. The stats and spells work in your favor, too.


Volo's Guide to Monsters
Protector Aasimar: +2 CHA, +1 WIS. Aasimar are strong races, but they don't make for good Artificers. The only thing for you here is the once-a-day bonus radiant damage.
Scourge Aasimar: +2 CHA, +1 CON. See above, but this time you get a Constitution boost and you glow instead of fly. So it's marginally better.
Fallen Aasimar: +2 CHA, +1 STR. I'm reminded of a Dragonborn when I read the stat block, if Dragonborn were scary and dealt Necrotic damage.
Firbolg: +2 WIS, +1 STR. Free invisibility is nifty, but Firbolgs don't get much that Artificers don't already get.
Goliath: +2 STR, +1 CON. I already covered this in the Elemental Evil entry. Same rating.
Kenku: +2 DEX, +1 WIS. Expert Forgery synergizes quite well with Tool Expertise, but that's all the Kenku can really offer.
Lizardfolk: +2 CON, +1 WIS. I'm honestly not sure what to make of Lizardfolk. You have a lot of interesting, varied options for dealing damage, as well as some built-in item crafting. Interestingly, I think Natural Armor is actually detrimental to Artificers, since you can't use your infusions on it.
Tabaxi: +2 DEX, +1 CHA. You won't lack for mobility, that's for sure. The Dexterity is nice, too.
Triton: +1 STR, +1 CON, +1 CHA. The stats aren't where you want them, but bonus spells, Darkvision, Cold Resistance, and the ability to breathe underwater keeps this from being red.
Bugbear: +2 STR, +1 DEX. Uniquely, you have reach, which makes you a decent Armorer. But no other subclass really benefits from that.
Hobgoblin: +2 CON, +1 INT. Perfect stats, a proto-Flash of Genius, and bonus weapon proficiencies. What more could you want?
Goblin: +2 DEX, +1 CON. The highlights here are the bonus damage and the bonus action Disengage and Hide. Both your secondary stats are bumped up, too.
Kobold: +2 DEX. You don't care about the Strength penalty because it thankfully got errata'd out, but if you can guarantee that an ally will be next to your target during combat, this is a great choice. If you can't, then prepare for a lot of rolls at disadvantage.
Orc: +2 STR, +1 CON. Unsurprisingly, the race built to smash things into tiny pieces makes for a pretty terrible Artificer. That Intelligence penalty is harsh. Thank goodness that got errata'd out. Still not top tier material, but at least it's no longer actively detrimental to play an Orc.
Yuan-ti Pureblood: +2 CHA, +1 INT. The Charisma goes to waste, but immunity to poison and resistance to magic makes Yuan-ti pretty powerful.


Mordenkainen's Tome of Foes
Eladrin: +2 DEX, +1 CHA. Not a reprint of the DMG Eladrin, notably. You can teleport. And it does bonus fun things based on your mood, though the DC is based off of your dump stat.
Sea Elf: +2 DEX, +1 CON. You get water-breathing and a swim speed on top of a bonus to your secondary stats.
Shadar-Kai: +2 DEX, +1 CON. Of the two teleporting Elf subraces in this book, this is the better option for Artificers, as it includes damage resistance and bonuses to both secondary stats.
Duergar: +2 CON, +1 STR. Resistance to illusions, charms, and paralyzation is unique. You already have the spells, though.
Githyanki: +2 STR, +1 INT. The invisible Mage Hand and the bonus spells really sell it. Plus some bonus weapons.
Githzerai: +2 WIS, +1 INT. See above, but swap out "bonus weapons" for "resistance against being charmed and scared."
Deep Gnome: +2 INT, +1 DEX. I already covered this in the Elemental Evil entry. Same rating.
Baalzebul Tiefling: +2 CHA, +1 INT. Basically a reprint of the PHB tiefling, with your spells shuffled around.
Dispater Tiefling: +2 CHA, +1 DEX. You really only get Thaumaturgy. And if you want that, just pick PHB Tiefling and at least get the Intelligence boost.
Fierna Tiefling: +2 CHA, +1 WIS. The stats just aren't in the right place.
Glasya Tiefling: +2 CHA, +1 DEX. The standout spell here is Minor Illusion - Artificers already have all the other spells.
Levistus Tiefling: +2 CHA, +1 CON. The highlight here is Armor of Agathys, which is decent a low levels, but falls off very quickly.
Mammon Tiefling: +2 CHA, +1 INT. Once again, we have a PHB Tiefling with different spells. That's pretty decent.
Mephistopheles Tiefling: +2 CHA, +1 INT. Flame Blade and Burning Hands can see use on a Battle Smith, I think.
Zariel Tiefling: +2 CHA, +1 STR. Boosts both dump stats.


The Tortle Package
Tortle: +2 STR, +1 WIS. The main draw of a Tortle is the fact that you can retreat into your shell to get +4 AC. However, you lose access to armor - which an Artificer definitely wants - and the stats just aren't good for Artificers.


Guildmaster's Guide to Ravnica
Centaur: +2 STR, +1 WIS. Those stats go to waste, and the extra speed and Charge features aren't that useful for you either.
Goblin: +2 DEX, +1 CON. Already covered. See the Volo's Guide to Monsters entry.
Loxodon: +2 CON, +1 WIS: The boost to saving throws is useful, and the trunk gives some interesting utility.
Minotaur: +2 STR, +1 CON. Not much here for you, unfortunately. Minotaurs are a melee-centered race, and Artificers are not.
Simic Hybrid: +2 CON, +1 to one stat. This is a very versatile race. Really can't go wrong with it.
Vedalken: +2 INT, +1 WIS. You get some extra mileage out of a tool proficiency, as if you need it. Advantage on all mental saving throws is crazy good.


Acquisitions Incorporated
Verdan: +2 CON, +1 CHA. Well, here's an oddball of a race. The Charisma is useless, but you get advantage on Wisdom and Charisma saves and some bonus short rest healing. Nothing here really stands out to me as very Artificer-y, but nothing here holds you back, either.


Eberron: Rising From the Last War
Changeling: +2 CHA, +1 to one stat. Sort of a mini Half-Elf that changes shape. You get two languages, two skills, and shapechanging.
Bugbear: +2 STR, +1 DEX.I already covered this in Volo's Guide to Monsters. Same rating.
Goblin: +2 DEX, +1 CON. See above.
Hobgoblin: +2 CON, +1 INT. Ditto.
Kalashtar: +2 WIS, +1 CHA. This is a pretty cool race, just not for an Artificer.
Orc: +2 STR, +1 CON. This is what the Orc should've been - and now is, with the recent errata. You keep what made the original Orc great, lose the penalty to Intelligence, and gain some bonus proficiencies on the side. That being said, it's still designed to smash, not create.
Beasthide Shifter: +2 CON, +1 STR. Everything unique to the Beasthide Shifter can be replicated with the Alchemist class features and an infusion.
Longtooth Shifter: +2 STR, +1 DEX. Unarmed strikes are kinda the antitheses to what an Artificer is supposed to be.
Swiftstride Shifter: +2 DEX, +1 CHA. Since Artificers aren't generally front-liners, your shifting should be used as a last resort; to get out of a dangerous situation.
Wildhunt Shifter: +2 WIS, +1 DEX. There's something to be said for negating advantage against you. Especially while you get advantage on Wisdom checks.
Warforged: +2 CON, +1 to one stat. You know how Half-Elfs always get ragged on for being versatile enough to fulfill any role? Well, this is a robotic Half Elf that doesn't need to breath, is immune to disease, gains +1 AC...this is one of those universally great races.
Mark of Detection Half-Elf: +2 WIS, +1 to one stat. That's a lot of spells that you wouldn't otherwise have access to. Arcane Eye's the only redundant one.
Mark of Finding Half-Orc/Human: +2 WIS, +1 CON. Stat-wise, it's nothing special, though Hunter's Mark and a bonus to Perception checks are pretty darn useful. Only two redundant spells here, too.
Mark of Handling Human: +2 WIS, +1 to one stat. The trade-off here is stats vs spells. The spells are all new to you, but the regular Human has +1 to all stats.
Mark of Healing Halfling: +2 DEX, +1 WIS. Hey, I heard you like heals, so I put some heals in your heals.
Mark of Hospitality Halfling: +2 DEX, +1 CHA. It's still a Halfling with some situational bonuses, but this is certainly one of the weaker Dragonmarks. Though I guess that still makes it more powerful than most other races, so I really can't rate any of the Dragonmarks red. Leomund's Tiny Hut is the standout spell here.
Mark of Making Human: +2 INT, +1 to one stat. Most of the spells are completely redundant, but the stats are perfect and you get bonus tool proficiencies.
Mark of Passage Human: +2 DEX, +1 to one stat. See above, but replace "bonus tool proficiencies" with "35ft move speed and a free daily Misty Step."
Mark of Scribing Gnome: +2 INT, +1 CHA. Doesn't break the Gnome streak of being perfect for Artificers. The Charisma is wasted, but more than made up for with the bonus spells.
Mark of Sentinel Human: +2 CON, +1 WIS. Nearly perfect, particularly for Battle Smiths. Even though the lack of an Intelligence boost hurts, I'd say that the spell list more than makes up for it.
Mark of Shadow Elf: +2 DEX, +1 CHA. Minor Illusion, Invisibility, and a bonus to stealth checks are useful if you want to go the sneaky route.
Mark of Storm Half-Elf: +2 CHA, +1 DEX. Resistance to Lightning damage is useful, but that's pretty much all you get that's worth anything. The spell list is mostly damage spells, which come online far too late to be useful.
Mark of Warding Dwarf: +2 CON, +1 INT. About half of the spells are redundant, but you're still a Dwarf with an Intelligence boost and a bonus to Thieves' Tools.


Explorer's Guide to Wildemont
Pallid Elf: +2 DEX, +1 WIS. One of the more lackluster Elven subraces, I think. Advantage on Insight is useful, but that's about it. That being said, none of the racial spells require an attack roll or saving throw, so you just get free spells.
Sea Elf: +2 DEX, +1 CON. Already covered in the MToF sections. Same rating.
Lotusden Halfling: +2 DEX, +1 WIS. Normally I'd dismiss its racial abilities as ribbons, but they synergize with each other quite nicely, so you can squeeze some decent area denial out of this little halfling.
Aarakocra: +2 DEX, +1 WIS. Oh hey, an official printing! Same rating as the Elemental Evil version.
Protector Aasimar: +2 CHA, +1 WIS. Already covered in Volo's.
Scourge Aasimar:+2 CHA, +1 CON. See above.
Fallen Aasimar: +2 CHA, +1 STR. Ditto.
Draconblood Dragonborn: +2 INT, +1 CHA. Extra Intelligence is nice, but this Dragonborn's abilities are focused more on Charisma than anything.
Ravenite Dragonborn: +2 STR, +1 CON. You don't get much from this.
Firbolg: +2 WIS, +1 STR. Reprint from Volo's.
Air Genasi: +2 CON, +1 DEX. Reprint from Elemental Evil.
Earth Genasi: +2 CON, +1 STR. Reprint from Elemental Evil.
Fire Genasi: +2 CON, +1 INT. Reprint from Elemental Evil.
Water Genasi: +2 CON, +1 WIS. Reprint from Elemental Evil.
Bugbear: +2 STR, +1 DEX. Reprint from Volo's.
Hobgoblin: +2 CON, +1 INT. Reprint from Volo's.
Goblin: +2 DEX, +1 CON. Reprint from Volo's. And GGtR. And E:RFtLW.
Goliath: +2 STR, +1 CON. Reprint from Elemental Evil.
Kenku: +2 DEX, +1 WIS. Reprint from Volo's.
Orc: +2 STR, +1 CON. Reprint from Eberron. And technically the version in Volo's is a reprint of this.
Tabaxi: +2 DEX, +1 CHA. Reprint from Volo's.
Tortle: +2 STR, +1 WIS. Reprint from the Tortle Package. Unsurprisingly.


Mythic Odysseys of Theros
Centaur: +2 STR, +1 WIS. Reprint from GGtR, and nothing's changed. You're as fast and as strong as ever, but neither is particularly useful to you.
Leonin: +2 CON, +1 STR. You're faster than normal, and your roar is scary. I guess the CON is useful.
Minotaur: +2 STR, +1 CON. Reprint from GGtR. Still focused on smashing stuff over creating it.
Satyr: +2 CHA, +1 DEX. Fey and Magic Resistance makes the Satyr a slippery race for sure, but that's pretty much all you get out of it.
Triton: +1 STR, +1 CON, +1 CHA. Reprint from Volo's.


Van Richten's Guide to Ravenloft
Note: all races from Van Richten's have free-floating Ability Scores - you can place +2 to one Ablilty Score and +1 to another, or split +1 across three.
Dhampir: The main draw here is the always-on Spider Climb, since a little extra vertical mobility is always useful.
Hexblood: The token's got some pretty decent, if morbid, utility. Plus, Hex is always nice.
Reborn: Basically, you're hard to kill. I can't see you going wrong with this.


The Wild Beyond the Witchlight
Note: all races from Witchlight have free-floating Ability Scores - you can place +2 to one Ablilty Score and +1 to another, or split +1 across three.
Fairy: Faerie Fire is free advantage, but aside from that, I'm reminded a lot of the Aarakocra. You sacrifice medium armor for unrestricted flight, so it's up to you if the trade-off is worth it.
Harengon: A bonus to initiative, Dexterity saves, and you can evade opportunity attacks? Heck yes!


Strixhaven: a Curriculum of Chaos
Note: all races from Strixhaven have free-floating Ability Scores - you can place +2 to one Ablilty Score and +1 to another, or split +1 across three.
Owlin: You'll have to make do with light armor, but proficiency in stealth and 120ft darkvision is nothing to sneeze at.


Fizban's Treasury of Dragons
Note: all races from Fizban's have free-floating Ability Scores - you can place +2 to one Ablilty Score and +1 to another, or split +1 across three.
Metallic Dragonborn: Just in case you thought the PHB Dragonborn were lackluster, here's an option that gives some decent stuff! Highlights include being able to use your breath weapon more often, with bigger damage dice, as part of your Attack action, and gaining an additional better breath weapon at 5th level that can incapacitate people.
Gem Dragonborn: See above, but replace the second breath weapon with telepathy and once-a-day flight.
Chromatic Dragonborn: Damage immunity is hard to come by, (though Artificers can gain a surprising amount of resistances) but you can become immune to the damage type of your ancestor's choice for one minute per day.



Class Features (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536366) | Ability Scores and Races | Artificer Specialist (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536370) | Infusions (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536372) | Artificer Spells (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536373) | Feats (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536375) | Backgrounds and Multiclassing (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536376)

Ortho
2020-05-29, 11:05 PM
Class Features (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536366) | Ability Scores and Races (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536368) | Artificer Specialist | Infusions (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536372) | Artificer Spells (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536373) | Feats (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536375) | Backgrounds and Multiclassing (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536376)


Artificer Specialist
Things start to get interesting at 3rd level, as this is where you choose your specialization that you'll have for the rest of the game. Do you want to hand out mysterious, bubbling beverages to your friends? Teach your enemies to fear the might of your cannons? Or simply puncture them with a sword while your robotic dog bites their kneecaps? Regardless of which path you choose, Artificers make for a valuable addition to the party.

Alchemist
Alchemists are the most utility focused of the three subclasses, so you'll want to stay behind the front lines to keep your team alive.
(3rd level) Tool Proficiency: Bonus proficiencies are useful. Especially since Artificers have Tool Expertise.
(3rd level) Alchemist Spells: Kinda got a poison/acid theme going on there, don't you? On their own, the spells you get aren't bad, but you are a half caster, so you get them when they start to drop off in effectiveness.
(3rd level) Experimental Elixir: The Elixir is completely random, but all of the possible effects are either concentrationless buffs or healing. Though there's some overlap between your spell list and the Elixer's effects, so if you need something specific, you may just want to burn a spell slot instead.
(5th level) Alchemical Savant: A bonus to healing and damage delivered via spells is pretty darn useful, though between this and Elixirs, you'll burn through your spell slots pretty quickly.
(9th level) Restorative Regents: Guaranteed temp HP from your elixirs and free castings of Lesser Restoration means that the rest of your party will stay up longer.
(15th level) Chemical Mastery: Resistance to two common damage types is good on its own, as is access to once-per-day Greater Restoration/Heal. Not a bad capstone.


Armorer
Armorers are the tanks of the Artificer subclasses; they're designed to wade into the thick of battle and draw attention to themselves.
(3rd level) Tools of the Trade: As always, tools are good, but what you're looking forward to is the heavy armor.
(3rd level) Armorer Spells: Any wizard worth their salt would have picked most of these spells, so you're on to some goodies here.
(3rd level) Arcane Armor: A pretty sleek way to use armor; you get to use it as a spellcasting focus and ignore any Strength requirements it may have.
(3rd level) Armor Model: Really, both options here are quite good. Both models will grant you some sort of weapon regardless, so your choice comes down to the Guardian's melee weapon and temp HP, or the Infiltrator's ranged weapon and 5ft speed boost.
(5th level) Extra Attack: You're no Fighter, but an extra attack is an extra attack. Good thing you got some fancy combo armor/weapons two levels ago.
(9th level) Armor Modifications: You can put more infusions on your armor. Useful, certainly.
(15th level) Perfected Armor: The Guardian model gets a glorified (and limited) opportunity attack, and the Infiltrator gets a localized Faerie Fire with a damage rider. Note that the Infiltrator's effect can target each creature you attack.


Artillerist
Artillerists are the strategists of the Artificers. With your turrets and your spells, the battlefield is yours to command.
(3rd level) Tool Proficiency: Again, bonus tool proficiencies are nice.
(3rd level) Artillerist Spells: Oh, now these are some nice AoE spells. Add your turret into the mix and you can shape the battlefield to your whims.
(3rd level) Eldritch Cannon: Your choice of a flamethrower, railgun, or health dispenser. And it's mobile and only takes your bonus action to command!
(5th level) Arcane Firearm: You can already use an infusion or a tool kit as your focus, so I'm honestly not sure what difference using a wand/staff/rod makes. That being said, an extra d8 of damage on your spells is nice, especially since it works with cantrips.
(9th level) Explosive Cannon: Another d8 of damage, this time to your cannon. The self-destruct's a bit lackluster, though. You're already dealing that much damage if the cannon hits, and it's difficult to properly position something with a speed of 15ft.
(15th level) Fortified Position: An extra cannon and half-cover while near each makes for a formidable capstone.


Battle Smith
Finally, an Artificer subclass that doesn't start with the letter 'A'! Battle Masters are the warriors of the Artificers, who fall back upon on the tried-and-true method of hitting your enemies with weapons until they die.
(3rd level) Tool Proficiency: You know the drill by now. Tools are good.
(3rd level) Battle Smith Spells: That's a lot of combat-oriented spells. Good thing you're a combat-oriented subclass that can make the most out of them.
(3rd level) Battle Ready: INT-based attacks and proficiency with martial weapons makes you a pretty darn formidable warrior.
(3rd level) Steel Defender: On paper, it doesn't look like much, with its HP, AC, and attacks all lacking in one way or another. In practice, this thing can give out advantage and disadvantage like nobody's business, and it's extremely effective.
(5th level) Extra Attack: You're no Fighter, but an extra attack is an extra attack. Yes, I know I used that exact wording for the Armorer.
(9th level) Arcane Jolt: Hey, look, free damage. For maximum effectiveness, I'd save this for when you crit. Kinda like a Paladin's Smite, come to think of it.
(15th level) Improved Defender: More damage to your Arcane Jolt, a minor damage rider to Deflect Attack, and your Steel Defender gets a little bit tanker. Useful to have, certainly, but nothing mindblowing.


Class Features (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536366) | Ability Scores and Races (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536368) | Artificer Specialist | Infusions (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536372) | Artificer Spells (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536373) | Feats (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536375) | Backgrounds and Multiclassing (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536376)

Ortho
2020-05-29, 11:06 PM
Class Features (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536366) | Ability Scores and Races (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536368) | Artificer Specialist (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536370) | Infusions | Artificer Spells (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536373) | Feats (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536375) | Backgrounds and Multiclassing (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536376)

Artificer Infusions

Infusions are the bread and butter of Artificers. Free access to magic items is a game-changer; previously, this stuff was only available through the DM. I've organized the Infusions by the minimum Artificer level you need to be to access it.

2nd Level Infusions:
Armor of Magical Strength(A): Adding Intelligence to Strength checks and saving throws is pretty great, plus you can avoid being knocked prone.
Enhanced Arcane Focus(A): The spellcasters in your party will thank you. You yourself can actually use this, since Artificers can use infusions as a spell focus.
Enhanced Defense: It's a bonus to AC. Really can't go wrong with this.
Enhanced Weapon: Magical weapons are useful, especially if they don't require an attunement slot. Note that Repeating Shot, Radiant Weapon, and Returning Weapon are strictly better than this until level 10.
Homunculus Servant: Effectively a slightly more survivable familiar, with all the utility that that implies.
Mind Sharpener: This is basically an "I never have to worry about Concentration checks ever again" item.
Repeating Shot(A): A warning to other DMs: do not, under any circumstances, give out a rocket launcher if one of your players has this infusion. Turns out that being able to ignore the ammunition and loading properties of a weapon is really, really good.
Replicate Magic Item: Goodness, there are a lot of options here. Some of them are winners, some of them are stinkers. I've covered it in more detail below.
Returning Weapon: This is effectively an "I don't have to worry about how many weapons I can carry" infusion. Or you're just annoyed that 5e doesn't have boomerangs.


6th Level Infusions:
Boots of the Winding Path(A): This is limited to a place you've been before, which makes it less "Teleport" and more "Disengage." Not recommended for melee characters, since the 15ft range means that the enemy can likely still run up to you on their turn.
Radiant Weapon(A): You can spend a reaction to blind someone, at the cost of an attunement slot. Notably, this works on both ranged and melee weapons, so anyone in the party can use it.
Repulsion Shield(A): As mentioned in Boots of the Winding Path, 15ft of movement is not much. If you push someone back, they can still walk back up to you and hit you again if you don't move away too.
Resistant Armor(A): If you know what damage types you'll be facing, then this is useful.
Spell-Refueling Ring(A): Even limited to a 3rd-level slot or lower, an extra spell slot can be quite powerful.


10th Level Infusions:
Helm of Awareness(A): Advantage on Initiative and you can't be surprised. Pretty much anyone in your party can make use of this.


14th Level Infusions:
Arcane Propulsion Armor(A): A budget version of the Armorer's armor, but it still packs quite a punch. Literally.



Replicate Magic Item:
Creating a wide array of dazzling magical items is what most people think of when they think of an Artificer, and this infusion certainly delivers. You'll be coming back to this infusion more often than any other.


Common Items
I won't be covering every single common magical item in the game, since while they are fun items for the most part, they are generally not particularly mechanically advantageous. The effects they provide are so small that I can really only rate them red or at most teal for the opportunity cost lost by not creating something else. That being said, Tasha's Cauldron of Everything does explicitly include a few common items for you to use, so I will list those as an example.
Illuminator's Tattoo(A): Writing with your fingertip has never been so easy, though unlimited ink is as niche as ever.
Masquarade Tattoo(A): The Hat of Disguise at 10th level is just straight-up better, but in the meantime, this should tide you over.
Prosthetic Limb: For the price of one of your infusions, someone is brought back up to normal. This isn't something you'd want to take, this is something you'd be forced to take.
Spellwrought Tattoo(A): A single use cantrip or first-level spell without material components is pretty good, even if the attack roll/save DC is a bit low.


2nd-Level Items
Alchemy Jug: Free water is useful in a survival-focused campaign, I suppose. Failing that, it's always fun - if not terribly useful - to be able to create two gallons of mayonnaise on command.
Bag of Holding: This is the iconic magic item of D&D for a reason. An extra 500lbs of carrying capacity is always worth it.
Cap of Water Breathing: Water breathing is situational; the real value of this item is that it solves the "can you cast spells with verbal components underwater" debate. You explicitly have to speak the command word underwater, which implies that speaking underwater has no penalties; ergo, verbal spellcasting works fine.
Goggles of Night: It grants Nightvision. Useful if someone in your party doesn't have it already.
Rope of Climbing: What self-respecting adventuring team ventures forth without rope? This'll make life a little easier for you.
Sending Stones: Effectively a once-per-day telegram. Useful if you ever want to split the party, and/or need long distance communication.
Wand of Magic Detection: No. You already have Detect Magic as a ritual, so this is entirely redundant.
Wand of Secrets: If no one in your party has a decent Perception, then yes. If not, then you don't need it.


6th-Level Items
Boots of Elvenkind: Advantage on Stealth is pretty darn useful. Especially if you give it to the Rogue.
Cloak of Elvenkind(A): See above. Note that both items specify different conditions in which Stealth applies, so there's a bit of strategy involved in which item you should use. I'd go with the Cloak in most cases, since hiding is actually defined in 5e, and moving silently isn't.
Cloak of the Manta Ray: An upgrade to the Cap of Water Breathing. It's still just as situational, though.
Eyes of Charming(A): No. The DC is low, the spell is already situational, the item requires attunement, and doesn't have many charges.
Gloves of Thievery: This, combined with Tool Expertise, means that you will always have at least a +9 to Thieves' Tools. And that's before factoring in your Dexterity modifier or level! It's not even attunement.
Lantern of Revealing: Effectively a semi-permanent AoE See Invisibility. On paper it sounds good, but the only reason you would want this is if you expect to be fighting a lot of invisible enemies and don't want to spend a spell slot on See Invisibility - which is actually on your spell list, so if you expect invisible enemies, just prepare that instead.
Pipes of Haunting: An AoE Fear effect. The DC's decently high, too. Not bad for something that doesn't require attunement.
Ring of Water Walking: I'd honestly just go with the Cloak of the Manta Ray.


10th-Level Items
Boots of Striding and Springing(A): Effectively makes sure you can't slow yourself down, and kicks your speed up to 30ft if it isn't already. Also triples your jump distance. Useful, but you'd only want this if you're overburdened already.
Boots of the Winterlands(A): Cold resistance in every sense of the word. Seems rather redundant, since you had access to the Resistant Armor infusion four levels ago.
Bracers of Archery(A): Probably one of the more sought-after items in the game. It's effectively a free Fighting Style. Even if you can't use this, someone else in the party likely can.
Brooch of Shielding(A): Force damage is rare, and being on the receiving end of Magic Missile is even rarer. Far too specific to spend an infusion and an attunement slot on.
Cloak of Protection(A): +1 AC is easy for you to come by (not that it's any less valuable because of it) but +1 to saving throws is much rarer and IMO, more valuable.
Eyes of the Eagle(A): Advantage on Perception can save your life. Give it to the WIS classes and you'll see everything coming at your party from more than a mile off.
Gauntlets of Ogre Power(A): The first of many items that allows you to straight-up ignore ASIs. It's busted. The only reason it's not Green is because anyone who has any interest in STR will have boosted it already and STR isn't a secondary stat for anyone.
Gloves of Missile Snaring(A): The restriction here is that you have to have a free hand, so it's best if given to spellcasters. They have to have a hand free regardless and they'll likely be in the back and thus only susceptible to ranged attacks anyways.
Gloves of Swimming and Climbing(A): Ignoring extra movement is something the frontliners would be very interested in, I think.
Hat of Disguise(A): At-will Disguise Self has a lot of potential for abuse. I'd recommend handing this off to a party member with a decent deception modifier, though.
Headband of Intellect(A): It still falls under the "anyone who needs INT will have boosted it already" category, but INT actually is a useful secondary stat for a few classes. Namely Eldritch Knights and Arcane Tricksters, who are a little MAD without it. Or just boost someone's knowledge skills.
Helm of Telepathy(A): A paltry DC for a common save. I honestly don't see this working out that often at this level. Though if your teammates intentionally fail their saves, you suddenly have a very safe way to communicate.
Medallion of Thoughts(A): Why would you ever take this when you could have a Helm of Telepathy? It's straight-up better.
Necklace of Adaptation
Periapt of Wound Closure(A): You automatically say no to death, and it's exactly as great as it sounds.
Pipes of the Sewers(A): Swarms of rats are underwhelming at 10th level. You also have to make another check to control the rats - which has a 50/50 shot of working, since CHA's your dump stat, remember? - and you have to sacrifice your action each turn to keep them controlled. This is not a good item.
Quiver of Ehlonna: I gotta be honest, I have never seen anyone care about exactly where they're keeping their items. It's all just in the strange amalgamation known as "the backpack." Also, Repeating Shot and Returning Weapon make this completely obsolete.
Ring of Jumping(A): No. The Boots of Springing and Striding give you the same thing and some extra bonus stuff on top.
Ring of Mind Shielding(A): I have no idea whether the psuedo-Horcrux effect is supposed to be a benefit or a drawback. Great for the party face, though.
Slippers of Spider Climbing(A): I love this item. It's so much fun to Windrunner your way down a corridor. It's inferior to the Winged Boots and flight in general, but I've found hands-free climbing to be surprisingly useful.
Winged Boots(A): Just yes. Flight is great.


14th-Level Items
Amulet of Health(A): I can't imagine that anyone would turn down the chance to get a +4 CON modifier, especially with so few ASIs left in the game.
Belt of Hill Giant Strength(A): This is a better version of the Guantlets of Ogre Power. Setting someone's STR modifier to +5 is pretty darn fantastic.
Boots of Levitation(A): This would probably be better if we didn't have the Winged Boots four levels ago. But because we did, this is just disappointing.
Boots of Speed(A): Ten minutes worth of doubled speed, and opportunity attacks against you have disadvantage. The frontliners in your party will love you for this.
Bracers of Defense(A): Monks, Barbarians, any race with Natural Armor, etc can make use of this.
Cloak of the Bat(A): NanananananananaBATMAN! Though you can't do much except fly, since you're either using both hands or you are literally polymorphed into a bat.
Dimensional Shackles: Good for locking up anyone who you don't want to have teleport away, though you have to incapacitate them first. Furthermore, the DC 30 STR check to break free that's limited to once a month is complete overkill but will keep them out of your hair for a very long time indeed.
Gem of Seeing(A): Truesight's useful, but this offers in only in a very limited capacity.
Horn of Blasting: This has a tiny AoE, cantrip-level damage, and a DC15 save is peanuts to pass at this point. Also, you have a 1 in 5 chance of Fireballing yourself.
Ring of Free Action(A): Immunity to difficult terrain and magical paralyzation and restraint is pretty darn good.
Ring of Protection(A): You got the cloak four levels ago. Why are you only getting the ring now? It's still decent, just no longer worth your infusion or your slot. Your other party members might appreciate it, though.
Ring of the Ram(A): This would have been good a few levels ago. As it stands, it's got an underwhelming to-hit bonus, lackluster damage, requires attunement, and has only 3 charges. I can see this being useful at 6th level, maybe even 10th, but at 14th level it's just not worth it.



Class Features (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536366) | Ability Scores and Races (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536368) | Artificer Specialist (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536370) | Infusions | Artificer Spells (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536373) | Feats (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536375) | Backgrounds and Multiclassing (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536376)

Ortho
2020-05-29, 11:07 PM
Class Features (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536366) | Ability Scores and Races (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536368) | Artificer Specialist (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536370) | Infusions (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536372) | Artificer Spells | Feats (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536375) | Backgrounds and Multiclassing (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536376)


Artificer Spells
What's to say here? Artificers only get up to 5th level spells, firmly cementing you as a half-caster. But you know all the spells on this list, only preparing a handful of them daily - so if you don't like a spell, no big deal. Just swap it out during your next long rest. Versatility is your greatest friend here.
An asterisk * next to a spell means it's compatible with the Alchemist's Alchemical Savant feature.

Cantrips
Acid Splash*: You can target two people, but the damage is lackluster and the save is common. It's a lot better on an Alchemist, though.
Booming Blade (SCAG, TCoE): Overall, not a bad cantrip for melee, though you should probably pass on this until 5th level, since it doesn't do reliable damage until then.
Create Bonfire*(C) (EE, XGtE): This is good for locking down a narrow corridor, but pretty easy to avoid in most other scenarios. Also, it takes concentration, which is a bummer.
Dancing Lights(C): Magical Tinkering makes this obsolete by shedding light in the same area, half of which is bright.
Fire Bolt*: One of the better cantrips in the game for dealing damage. Compatibility with Alchemical Savant is just icing on the cake.
Frostbite (EE, XGtE): You're not taking this for the damage; you're taking it to inflict disadvantage on your target's next attack.
Green-Flame Blade* (SCAG, TCoE): If you find yourself constantly wandering into melee and being outnumbered, this is probably the best cantrip you can take.
Guidance(C): A very consistent boost to your party's skill checks.
Light: It's always useful to have a consistent light source.
Lightning Lure (SCAG, TCoE): I'm honestly having a hard reason to recommend this over Thorn Whip. Thorn Whip has better range and always deals damage on a success.
Mage Hand: Now you can cause trouble from up to 30ft away! It's a fantastic utility.
Magic Stone (EE, XGtE): For the first few levels, this outclasses most other cantrips in damage. It falls off fairly quickly, but since Artificers can swap out cantrips upon leveling up, it's not that big of an issue.
Mending: As close to essential as you can get. Mending is what keeps your Eldritch Cannons and Steel Defenders up and running.
Message: This will see a lot of use in intrigue-focused campaigns, but it's very situational most of the time.
Poison Spray*: Yeesh. This is the highest damage dice for your cantrips (and even more so for the Alchemist), but the combination of a 10ft range and targeting a strong save with no damage on a success just does not make this appealing.
Prestidigitation: This is such a fun spell to take. You can get a lot of mileage out of this little cantrip if you get creative.
Ray of Frost: The damage is good and decreasing someone's speed is even better.
Resistance(C): Sort of a companion piece to Guidance. The only difference is the d4 goes towards saving throws instead of skill checks. However, you often have advance warning of skill checks and only one person needs to attempt it, neither of which is the case for saving throws.
Shocking Grasp: Effectively a Disengage that deals damage. It's good, but paradoxical: the only reason you'd take this spell is if you hope you'll never need to use it.
Spare the Dying: If you're already in Touch range, just cast Cure Wounds on them.
Sword Burst (SCAG, TCoE): An AoE cantrip centered on yourself. It's a fine cantrip, and Guardian Armorers can make great use of this, but no one else should take this unless you get surrounded in melee a lot.
Thorn Whip: This isn't a bad spell; I just don't know why you'd want to pull something closer to you.
Thunderclap (EE, XGtE): Basically a palette swap of Sword Burst. The only difference is the damage type and the save.


1st Level Spells
(1st level Artificer)

Absorb Elements* (EE, XGtE): This is more niche that it appears at first glance, since it grants resistance only to 5 of the 13 damage types in the game. It's not a bad choice by any means, but there will be periods of time when this spell does nothing but take up one of your prepared spells.
Alarm(R): This is a situational spell even in the best of times.
Catapult (EE, XGtE): The damage is good and the range is exceptional. Also, if you line up the shot properly, you have multiple opportunities to hit someone.
Cure Wounds*: Healing is always welcome.
Detect Magic(C)(R): Being able to figure out what and where magical effects are is pretty darn useful. You can even cast it as a ritual to avoid burning a spell slot!
Disguise Self: Don't underestimate the utility of looking like someone else, though you'll probably want to invest in a decent Charisma score before you try pulling any shenanigans.
Expeditious Retreat(C): More mobility doesn't hurt, but it's competing for your already-crowded bonus action.
Faerie Fire(C): Invalidating invisibility and providing advantage on attack rolls is makes for a pretty great spell. Just be careful not to hit any members of your own party.
Feather Fall: Pretty much the poster child for situational spells. When you need it, you really need it. When you don't need it, it's completely useless.
False Life: At 1st level, you could effectively double your HP, though the usefulness drops off more and more as your HP increases.
Grease: This is the lowest-level battlefield control there is, but it manages to stay relevant at higher levels, too. And it doesn't require concentration, which is nice.
Identify(R): Being able to figure out magic items for just 11 minutes (if you ritual cast it) and 100gp (a one-time cost) is absolutely worth it.
Jump: I've honestly never seen this spell come into play, and for an Artificer it's especially worthless, since you can make at least two items that already have this spell built-in.
Longstrider: You should cast this on the front-line party members. They'll appreciate a non-concentration buff.
Purify Food and Drink(R): It's best to only prepare this if you're attending a fancy dinner or something, since I can't imagine this would see regular use.
Sanctuary: A solid choice for Artillerists and Battle Smiths, since they can get by with just commanding their creations to do things.
Snare (XGtE): So, three things need to happen for this spell to be effective. First, you need to be in a position where you could reasonably prepare an ambush. Second, the target needs to not notice the trap. Third, they need to fail their Dexterity saving throw each turn. That's a lot of things that aren't guaranteed and/or could go wrong.
Tasha's Caustic Brew*(C) (TCoE): There is a lot to unpack here. It's a 30ft line of acid, but it requires a Dexterity save and you can't move it. The damage is low but continuous until it's wiped off as an action. I can see a Repulsion Shield pushing people into it, but there's too much setup needed for this spell to really be effective.


2nd Level Spells
(5th level Artificer)

Aid*: At 5th level, this is a good buff with a long duration, but it does start to trail off in effectiveness once your party gains more HP.
Alter Self(C): If you're using this to disguise as another person, it's a toss-up as to whether Alter Self or Disguise Self is better, since both spells have their strengths and weaknesses. What Alter Self can do is give actual benefits to shapechanging, like extra damage or waterbreathing.
Arcane Lock: Useful if you really need to barricade something, I suppose.
Blur(C): A great way to avoid being hit, even if it takes concentration.
Continual Flame: This is the Light cantrip but it's permanent and costs money. Not worth it.
Darkvision: Useful if someone in your party doesn't have Darkvision and you don't want to waste an infusion on the Goggles of Night.
Enhance Ability(C): This is a pretty versatile spell; you've got 6 buffs to choose from and each one offers decent utility.
Enlarge/Reduce(C): Another flexible spell, this time giving you the option of a buff or a debuff.
Heat Metal*(C): There's a lot of cheese with Heat Metal, the most famous being the help-my-armor-is-on-fire-and-it-takes-five-minutes-to-doff-it maneuver. On top of that, forcing people to drop their weapons as a bonus action is really effective.
Invisibility(C): The utility of this spell is pretty obvious both in and out of combat. I'm struggling to find a person that won't benefit from this.
Kinetic Jaunt(C) (SCC): More movement? No opportunity attacks? You can squeeze through creatures? This is a buff spell in its purest form.
Lesser Restoration: Useful, certainly, but I wouldn't actually prepare this spell that often - you can usually get away with not preparing it until you absolutely need it.
Levitate(C): Ranged characters get a better vantage point. Plus, it's psuedo-flight.
Magic Mouth(R): Being a ritual somewhat lessens the blow of this spell being completely situational, but it's not something you use constantly.
Magic Weapon(C): Look, you can already make magic weapons with your infusions, and they're semi-permanent and don't take concentration.
Protection from Poison: Lesser Restoration already does the bulk of this.
Pyrotechnics (EE, XGtE): Flashy in every sense of the word, but it requires a non-magical flame as a center point, so you likely won't be able to trigger it exactly where you need it to.
Rope Trick: A guaranteed safe short rest. Not bad.
See Invisibility: This spell competes with Feather Fall for the title of "Most Situational Spell in the Game". If you need it, then you really need it. If you don't need it, then you really don't need it.
Skywrite(C)(R) (EE, XGtE): For when a regular Sending spell just isn't flashy enough. It's completely impractical, but ritual casting saves it from the "completely useless" category.
Spider Climb(C): You can squeeze out a surprising amount of utility from walking on the ceiling.
Web(C): The Restrained condition's useful enough on its own, and making the entire area difficult terrain is just rubbing salt in the wound.
Vortex Warp (SCC): You've just teleported an enemy exactly where you want them.


3rd Level Spells
(9th level Artificer)

Ashlardalon's Stride(C) (FTD): A bit expensive, and overlaps with lower-level spells such as Kinetic Jaunt, but still a very good buff.
Blink: A solid defensive spell, but not one I can recommend for Artificers, since you lose control of your turrets and steel defenders while you're in the Ethereal Plane.
Catnap (XGtE): The issue I have with this spell is that if you're on such a strict time limit that you can't spare an hour for a short rest, you probably can't spare ten minutes, either. You're also limited to three targets, which is annoying.
Create Food and Water: Even in a survival campaign, you should really have access to enough resources by now to not worry about food.
Dispel Magic: The Counterspell for those with a bad reaction time. Ending spells is a useful ability to have.
Elemental Weapon*(C): An Alchemical Savant-compatible damage boost for an hour is useful, but it's competing with other utility spells.
Flame Arrows*(C) (EE, XGtE): This is limited to one damage type and twelve attacks in total. Elemental Weapon's just better.
Fly(C): Everyone can make use of this. Just make sure not to lose concentration while you're in the air.
Glyph of Warding*: 200gp per casting is pretty expensive, and you have to spend an hour setting it up.
Haste(C): Haste is a spell that every frontliner will want cast on them, and for good reason: it's a really powerful boost to their combat effectiveness.
Intellect Fortress(C) (TCoE): It seems like this spell was designed to go up against Mind Flayers and nothing else. Intelligence and Charisma saving throws are rare, as is Psychic damage - and while Wisdom saves are comparatively common, spending your 3rd level spell slot just for one person to pass them is expensive.
Protection from Energy: This is useful if you know what you'll be up against, but don't prepare this on a daily basis.
Revivify: Expensive, but worth it.
Tiny Servant (EE, XGtE): Creating a tiny little robot to do your bidding is pretty appropriate for an Artificer. There's a lot of potential packed into this little fellow, since it can take any action you command it to.
Water Breathing(R): This is situational, though it can be ritual cast, so you needn't worry about wasting a spell slot. Still, you probably shouldn't prepare it unless you know you'll get some use out of it.
Water Walk(R): Needing to get across water is slightly more common than needing to delve into water, though not by a whole lot. Everything said about Water Breathing also applies here.


4th Level Spells
(13th level Artificer)

Arcane Eye(C): A useful tool for scouting out hazardous locations at no risk to yourself or your party.
Elemental Bane*(C) (EE, XGtE): The real draw of this spell is that the target loses resistance to a damage type.
Fabricate: This is the most appropriate spell an Artificer can take. It's a bit cliche to say that it's limited only by your creativity, but - since Artificers get extra tool proficiencies - that's actually pretty accurate.
Freedom of Movement: Being able to ignore some of the more annoying conditions in the game is exactly as useful as it sounds. Especially since this spell doesn't require concentration.
Leomund's Secret Chest: You can already make Bags of Holding.
Mordenkainen's Faithful Hound: The warning function is more or less completely useless at this level - especially since Alarm is a 1st level ritual - but if you can keep a target from moving then you're dealing some decent damage to them.
Mordenkainen's Private Sanctum: For security purposes, this is much better than the hound. But you're still spending one of your most expensive resources on a long rest, so I can't recommend preparing it unless you know that you'll get some use out of it.
Otiluke's Resilient Sphere(C): I love this spell. It's so versatile; you can completely knock someone out of the fight or protect an ally from all harm.
Stone Shape: It's Fabricate, but it's instantaneous, permanent, and limited to stone.
Stoneskin(C): Expensive, but usually worth it if you cast it on your front-line fighters.
Summon Construct(C) (TCoE): The construct packs a surprising amount of versatility for a creature summoned by a half-caster. The HP and attacks aren't the greatest, but it can hold its own in combat for a few turns.


5th Level Spells
(17th level Artificer)

Animate Objects(C): Very few problems in life cannot be solved by reenacting the climax from Beauty and the Beast. However, as useful as 10 extra creatures are on the battlefield, you are 17th level by the time you cast this, so it lacks a lot of the punch that made it desirable at lower levels.
Bigby's Hand(C): What this spell lacks in offense it makes up for with its versatility and the sheer durability of the hand itself.
Creation: This is certainly appropriate for an Artificer, but the time limit is very restrictive on what you can actually accomplish with it.
Greater Restoration: Much like its little brother Lesser Restoration, it's not a bad spell at all, but you can usually get away with not preparing this spell until after you take a long rest.
Skill Empowerment(C) (XGtE): At this level, Skill Empowerment adds +6 to someone's skill check for an hour...but your Flash of Genius can add +5 to anyone's skill checks at any point in the day.
Transmute Rock (EE, XGtE): Transmute Rock to Mud is the standout option; a 40ft cube of extra difficult terrain that doesn't require concentration is very appealing. Mud, on the other hand, is more difficult to come by, so Transmute Mud to Rock is a bit harder to make use of.
Wall of Stone(C): Your choice of a wall, ramp, or bridge, shaped to your liking, with the potential to become permanent.



Class Features (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536366) | Ability Scores and Races (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536368) | Artificer Specialist (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536370) | Infusions (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536372) | Artificer Spells | Feats (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536375) | Backgrounds and Multiclassing (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536376)

Ortho
2020-05-29, 11:08 PM
Class Features (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536366) | Ability Scores and Races (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536368) | Artificer Specialist (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536370) | Infusions (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536372) | Artificer Spells (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536373) | Feats | Backgrounds and Multiclassing (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536376)

Feats

Player's Handbook
Alert: A bonus to initiative is always welcome, if not absolutely necessary.
Athlete: This doesn't do a whole lot for you, alas.
Actor: Charisma's your dump stat, so you'd be better off leaving this to the party's face.
Charger: Shoving isn't very attractive, since you don't have a decent Strength score, and bonus actions are already a competitive resource.
Crossbow Expert: Battle Smiths can make use of this. However, the Repeating Shot infusion makes the first bullet point redundant, and you will be juggling your bonus action between your Steel Defender and extra crossbow shot.
Defensive Duelist: There isn't any reason for a Battle Smith to use a finesse weapon over any other weapon, which makes this feat rather redundant.
Dual Wielder: An extra melee attack is a subpar use of your bonus action.
Dungeon Delver: Useful if you go dungeon crawling a lot, I suppose.
Durable: A half-feat that boost your short rest healing isn't the worst thing to take.
Elemental Adept: Alchemists and Artillerists can both get a lot of mileage out of this.
Grappler: Strength is you dump stat. You probably don't even meet the prerequisite.
Great Weapon Master: Alchemists and Artillerists don't even get proficiency in the relevant weapons, but a Battle Smith can use this, since you can still cast with a two-handed weapon, and Battle Smiths can consistently generate advantage to offset the -5 penalty anyways.
Healer: This effectively gives you the ability to apply the Fighter's Second Wind to anyone. Useful, certainly.
Heavily Armored: You really don't gain much by doing this, since you can bump up your armor's AC anyways.
Heavy Armor Master: For starters, there's the little hurdle that you have to get heavy armor proficiency somehow. Beyond that, you're probably not going to encounter much nonmagical damage from the back lines.
Inspiring Leader: Temp HP for everyone is useful, but you have to pump your dump stat to just meet the prerequisites.
Keen Mind: A half-feat that boosts Intelligence is good, and the perfect memory is pretty useful.
Lightly Armored: You've already got this.
Linguist: Another half-feat that boost your Intelligence. I've never seen ciphers come into play, but an extra three languages never goes amiss.
Lucky: This feat is just good on anyone. Rerolling your d20s is good, and rerolling someone else's attacks is even better.
Mage Slayer: Works as advertised, but Artificers aren't really built for melee.
Magic Initiate: Snagging a few extra spells from other classes is never a bad idea.
Martial Adept: A d6 per short rest is rather hard to justify taking a feat over. Especially since a Battle Smith doesn't actually need a high Strength or Dex.
Medium Armor Master: If you want to squeeze out that last bit of AC, then sure, but it's not like you really need it.
Mobile: Once again, melee attacks aren't really an Artificer's forte, but a speed boost is useful.
Moderately Armored: You already have this.
Mounted Combatant: If you choose a Small race and go Battle Smith you can ride around on your Steel Defender, so this feat isn't as useless as it seems. The first bullet point won't come into play very often - since your mount is Medium - but the rest of the feat is solid if you want to take this route.
Observant: A feat that boosts both your primary stat and the most-used skills in the game is quite good.
Polearm Master: You have better options for your bonus action, though being able to poke anyone who comes near is an effective deterrent.
Resilient: You already have proficiency in Constitution saves, which is arguably your most important save, but it's still a good idea to take Dexterity or Wisdom if you need to round off the odd stat.
Ritual Caster: Unsurprisingly, you want the wizard spell list, as it both shares a casting stat and opens up 12 new spells from a total of 18 total rituals. You can even put those 6 overlapping spells on the ritual book to free up your prepared spells.
Savage Attacker: Just no.
Sentinel: You are on the back lines, you should never have to use this.
Sharpshooter: This you can use. For Battle Smiths, crossbows are a decent choice for ranged damage, especially with the Repeating Shot infusion.
Shield Master: There's a lot of neat defensive options in here.
Skilled: Works as advertised. Are three skills really worth one of your feats, though?
Skulker: Unfortunately, nothing in the Artificer's repertoire works with this.
Spell Sniper: The Alchemist's and Artillerist's spells just got a lot harder to evade.
Tavern Brawler: This is the most anti-synergistic feat an Artificer can take. It eats your bonus action, pumps an attack you should never use, and gives proficiency in a weapon that you can make obsolete.
Tough: More hitpoints are good.
War Caster: About 1/3 of your spells are concentration, not factoring in the subclass spells. You can get by without this, since you already have a good Constitution save, but this doesn't hurt your chances any.
Weapon Master: Battle smiths are the only subclass with any interest in this, and they already have proficiency in all weapons.


Xanathar's Guide to Everything
Note that each of these feats is available only to a particular race. This guide assumes that you meet the prerequisites for each feat before rating it.
Bountiful Luck: Rerolling someone else's failed roll is really useful, though it does require you to be in close proximity to the rest of your team.
Dragon Fear: An AoE Fear effect is something Artificers don't normally get access to, but the DC is likely too low to be practical, since you didn't invest in Charisma.
Dragon Hide: Yeah, no. You want armor, and unarmed strikes are useless to you.
Drow High Magic: All of these spells are already on your spell list.
Dwarven Fortitude: This is equivalent to casting Cure Wounds on yourself and getting some extra evasion while doing so. Not bad.
Elven Accuracy: This is really good for a Battle Smith, as your Steel Defender can very consistently generate advantage and every attack you make is based off of Intelligence anyways. Artillerists and Alchemists can pass, though.
Fade Away: You can do a lot while invisible even while limited to just one turn. Also, those are some nice stat boosts.
Fey Teleportation: Misty Step is a good spell, and you want the Intelligence boost.
Flames of Phlegethos: An Alchemist with Alchemical Savant can get some mileage out of this. Plus, it's a boost to your Intelligence.
Infernal Constitution: There are very few ways to gain resistance to a damage type, so a feat that grants two of them and advantage against being poisoned is pretty darn good.
Orcish Fury: A Constitution boost isn't unwelcome, but a once-per-rest extra damage dice and/or attack isn't that useful, even though you can make it at range.
Prodigy: Expertise, a skill proficiency, a tool proficiency, and a language make for a pretty solid package.
Second Chance: Negating enemy attacks is always fun.
Squat Nimbleness: Being harder to grapple is pretty darn situational; but a speed boost, a proficiency, and a stat increase are all useful.
Wood Elf Magic: Druids know 10 cantrips that you don't, so you're spoiled for choice in that department. Longstrider is already on the Artificer spell list, but Pass Without Trace is arguably the best stealth spell in the game.


Eberron: Rising From the Last War
Revenant Blade: You'd think the feats from Eberron would be more attractive to an Artificer, but spending one of your ASIs just to make a very specific weapon more attractive is a waste.
Aberrant Dragonmark: If you just want the spell, take Magic Initiate. It's much better; you're not limited to the Sorcerer's spell list. That being said, if you're using the optional rule, thisjust might be worth it.


Tasha's Cauldron of Everything
Artificer Initiate: Ironically, the most redundant feat is one of the best choices. An extra cantrip, spell, and tool makes for a seriously good package.
Chef: The temp HP is pretty small, but your party will love you for taking this as it'll grant extra healing for all on a short rest. Also, this is on brand for an Alchemist - not only are your drinks suspicious, now your meals are too!
Crusher: Artificers don't do much in the bludgeoning damage department. This could be useful on a Battle Smith, but it's still niche and you're locking yourself into one damage type.
Eldritch Adept: The restriction here is that you can't take an Eldritch Invocation with a prerequisite. So you have a choice of proficiency in Deception and Persuasion, super-Darkvision, telepathy, advantage on Constitution saves, the ability to read all writing, or at-will castings of Mage Armor, Disguise Self, Silent Image, Speak with Animals, False Life, or Detect Magic. If you specifically want one of those spells, then this is better than Magic Initiate or something, but nothing else is really worth this feat.
Fey Touched: Misty Step is a spell that you want, and a free divination/enchantment spell is nifty, and includes spells like Charm Person, Hunter's Mark, and Hex. Did I mention this is a half-feat?
Fighting Initiate: Only a Battle Smith meets the prerequisites, but none of the Fighting Styles are worth a full feat on their own.
Gunner: It's a Crossbow Expert for guns.
Metamagic Adept: You'll likely want Twinned Spell, Distant Spell, or Seeking Spell, but nothing else stands out as all that useful since you don't rely on spells all too much.
Piercer: It combos pretty well with the Repeating Shot infusion, so a Battlesmith can probably use this.
Poisoner: More or less a straight damage boost if you can spare a few hours each day. Problem is, you need to use regular weapons to get the most out of this. Good on a Battle Smith, not so good on anyone else.
Shadow Touched: Invisibility is always useful, but the spell selection for an illusion/necromancy 1st-level spell isn't quite as good as Fey Touched's. It's still a half-feat that grants free spells, though.
Skill Expert: A half-feat that grants a skill proficiency and Expertise is a nice package. It's like Prodigy, but available to everyone.
Slasher: Same as the Crusher feat.
Telekinetic: The ability to shove people at range is interesting, but not terribly useful for you.
Telepathic: You honestly don't get a whole lot from this.


Strixhaven: A Curriculum of Chaos
Strixhaven Initiate: This is Magic Initiate, but better, since you can choose your casting stat.
Strixhaven Mascot: Find Familiar is a useful spell, but there are better feats to get it. Plus, this has Strixhaven Initiate as a prerequisite, so this feat's seriously expensive to get.


Fizban's Treasury of Dragons
Gift of the Chromatic Dragon: Bonus elemental damage, and resistance to elemental damage.
Gift of the Gem Dragon: Similar to Telekinetic, but with a damage rider. Also limited by your proficiency bonus, which means you won't get much use out of it.
Gift of the Metallic Dragon: You already know Cure Wounds, and the quasi-Protection fighting style isn't worth the remainder of the feat.



Class Features (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536366) | Ability Scores and Races (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536368) | Artificer Specialist (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536370) | Infusions (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536372) | Artificer Spells (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536373) | Feats | Backgrounds and Multiclassing (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536376)

Ortho
2020-05-29, 11:09 PM
Class Features (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536366) | Ability Scores and Races (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536368) | Artificer Specialist (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536370) | Infusions (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536372) | Artificer Spells (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536373) | Feats (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536375) | Backgrounds and Multiclassing

Backgrounds:

Considering how important backgrounds are to character creation, they don't provide that large of a mechanical benefit. Regardless of what background you choose, you're gaining two skills, some trinkets and gold, and a language or tool proficiency. You also have the option to create your own background if the presented options don't satisfy you. I can really only give two words of advice to give in regards to backgrounds: first, take a background that grants skills that key off of your primary and secondary stats. Second, if your DM allows GGTR, you should look at the backgrounds in there, since they grant you bonus spells you wouldn't otherwise have access to.



Multiclassing:

Most classes can benefit from a two-or-three level dip into Artificer. Everyone can profit from the on-demand magic items that Infusions give, and Battle Smiths are a popular target for Wizards who want to be better at martial combat. But what classes can an Artificer benefit from?

Barbarian: Unfortunately, Barbarians don't give you all that much, since most of their abilities are Strength-based. Plus, you can't cast spells while raging.
Bard: Bards and Artificers are more similar than they appear at first glance, but Bards are a Charisma-based class, so you can't get a whole lot out of their spell list. Jack of All Trades and Expertise are the highlights here.
Cleric: What you get out of a Cleric dip depends on what domain you choose, and Forge Cleric in particular has some good synergy with Artificers. Also not a bad way to get heavy armor.
Druid: A two-level dip into Moon Druid for Wild Shape can be surprisingly beneficial, since you get the benefits of a full caster dip and you can still command your Eldritch Cannon/Steel Defender while transformed. Best if you ignore the whole "can't wear metal armor" nonsense, though.
Fighter: Pretty much every level you dip into Fighter gives you something you can use. A Fighting Style, Action Surge, even Second Wind is useful. If you're set on multiclassing, it may be better for you to actually start as a Fighter, since you'll start off with heavy armor proficiency.
Monk: Monks are problematic to multiclass into, given that most of their features are self-contained. There's not much here you can take advantage of.
Paladin: You have to pump not one but two of your dump stats just to apply. If you're looking to boost to your abilities as a martial, just go Fighter.
Ranger: You wouldn't think it, but Rangers can give you some situational utilities.
Rogue: Thief Rogues in particular augment your abilities quire nicely.
Sorcerer: Metamagic's cool and all, but multiclassing into a class that doesn't share your casting stat is a high cost in its own way. Wizard is almost certainly a better choice if you want to expand your spellcasting.
Warlock: See above, but replace "Metamagic" with "Invocations."
Wizard: As the only other class that shares your casting stat, Wizards are hands-down the best option for multiclassing. You gain access to a wide variety of spells and more spell slots.


Class Features (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536366) | Ability Scores and Races (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536368) | Artificer Specialist (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536370) | Infusions (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536372) | Artificer Spells (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536373) | Feats (https://forums.giantitp.com/showthread.php?613209-Introduction-and-Class-Features&p=24536366#post24536375) | Backgrounds and Multiclassing

Mr Adventurer
2020-05-30, 04:18 AM
Your second listing of Tortle is red but shows +2 Int.

I don't think Artificers discount scribing rituals from Ritual Caster, since your ritual book isn't a magic item.

Chaos Jackal
2020-05-30, 07:06 AM
You mention early on that only Battle Smiths are SAD, but that is true of all artificers. Alchemists and Artillerists depend on their spells and class features, all of which scale off Int. A Battle Smith is the only artificer who has a reason to use weapons, but he gets Int to attacks.

Whether you want more Dex or more Con will depend on how you plan to play and how the game unfolds, but there is no particular reason for Artillerists or Alchemists to want Dex. Artificers are very much SAD.

Mr Adventurer
2020-05-30, 09:05 AM
I've a question actually: is the Artillerist's Eldritch Cannon a legitimate target for infusions? Could you have a hand-held cannon that is infused, and therefore can be used as a spell focus, and therefore can benefit from the +1d8 damage to spells from Arcane Firearm?

WadeWay33
2020-05-30, 10:34 AM
This looks great! I enjoy how people are making more guides for the Artificer, because I could only find 1 before and I like second opinions.
2 things though:
1: Are you going to do the UA infusions and the Armorer?
2: How would you play each of the subclasses effectively? I don’t see this addressed in any guides for most classes, but it’s an important thing to cover that people (like me) have a hard time figuring out.

Quietus
2020-05-30, 11:23 AM
I've a question actually: is the Artillerist's Eldritch Cannon a legitimate target for infusions? Could you have a hand-held cannon that is infused, and therefore can be used as a spell focus, and therefore can benefit from the +1d8 damage to spells from Arcane Firearm?

Arcane Firearm has to be a wand, rod, or staff, and the turret is none of those, unfortunately. Also, the Eldritch Cannon is explicitly a "Magical cannon", and you cannot put infusions on magic items. Arcane Firearm gets around that by being a wand/rod/staff that you put an infusion on (enhanced arcane focus!), and THEN designate it as the firearm.

Ortho
2020-05-30, 12:01 PM
All this feedback is really great, guys! Thanks.


Your second listing of Tortle is red but shows +2 Int.

I don't think Artificers discount scribing rituals from Ritual Caster, since your ritual book isn't a magic item.

Whoops, those are both goofs. Fixed.


You mention early on that only Battle Smiths are SAD, but that is true of all artificers. Alchemists and Artillerists depend on their spells and class features, all of which scale off Int. A Battle Smith is the only artificer who has a reason to use weapons, but he gets Int to attacks.

Whether you want more Dex or more Con will depend on how you plan to play and how the game unfolds, but there is no particular reason for Artillerists or Alchemists to want Dex. Artificers are very much SAD.

Looks like that's an artifact that I forgot to update. Good catch.


I've a question actually: is the Artillerist's Eldritch Cannon a legitimate target for infusions? Could you have a hand-held cannon that is infused, and therefore can be used as a spell focus, and therefore can benefit from the +1d8 damage to spells from Arcane Firearm?

Alas, no. Infusions can only be applied to nonmagical items, and Eldritch Cannons are magical.


This looks great! I enjoy how people are making more guides for the Artificer, because I could only find 1 before and I like second opinions.
2 things though:
1: Are you going to do the UA infusions and the Armorer?
2: How would you play each of the subclasses effectively? I don’t see this addressed in any guides for most classes, but it’s an important thing to cover that people (like me) have a hard time figuring out.

Thank you! To answer your questions:
1: I did consider going over the UA, but I figured that I should prioritize the official printings, at least initially. But since this guide turned out to be pretty short, I guess there's no real reason I couldn't cover them.
2: You know what, that's a good idea. Check back in a few days and I'll see what I can put together.

Mr Adventurer
2020-05-30, 01:37 PM
Thanks both - that is a damn shame, was hoping to have a gunslinger-type character with a magical hand cannon and no other spellcasting focuses.

MeeposFire
2020-05-30, 02:24 PM
Thanks both - that is a damn shame, was hoping to have a gunslinger-type character with a magical hand cannon and no other spellcasting focuses.

I would just have a rod, staff, or wand as my magical hand cannon and then when I am going to use the turret ability I just say I attach my second or larger barrel to my gun or that I say now I am using its full power at that point.

Anymage
2020-05-30, 02:36 PM
Thanks both - that is a damn shame, was hoping to have a gunslinger-type character with a magical hand cannon and no other spellcasting focuses.

The cannon also has a limited duration. Having your focus poof out of existence and need to be reupped regularly sounds like more hassle than it's worth.

If your DM is cool with guns and you can afford them by the time your character concept comes on line, you could probably convince him to let a feature called Arcane Firearm apply to an actual firearm in addition to more standard focus styles. At worst, you could argue for a nonmagical wand (like a wizard might use as their focus) that happened to look like a steampunk gun. You could then have your cannon in your offhand for two gun mojo. But having your cannon as your firearm/focus doesn't work, wouldn't be a good idea if it did work (again, time limit is annoying), and since the cannon shot isn't a spell wouldn't have any synergies regardless.

Mr Adventurer
2020-05-30, 03:02 PM
The cannon also has a limited duration. Having your focus poof out of existence and need to be reupped regularly sounds like more hassle than it's worth.

If your DM is cool with guns and you can afford them by the time your character concept comes on line, you could probably convince him to let a feature called Arcane Firearm apply to an actual firearm in addition to more standard focus styles. At worst, you could argue for a nonmagical wand (like a wizard might use as their focus) that happened to look like a steampunk gun. You could then have your cannon in your offhand for two gun mojo. But having your cannon as your firearm/focus doesn't work, wouldn't be a good idea if it did work (again, time limit is annoying), and since the cannon shot isn't a spell wouldn't have any synergies regardless.

Yet, people are apparently more than happy to be constantly casting Guidance every 60 seconds.

I don't support that style of play, but having looked at the rules for the cannon again, I don't believe it's restrictive enough to make the blanket statement that it "wouldn't be a good idea" at all.

The specific synergies would be economy of handedness, but mostly appearance: you have a magic gun and from it shoot your magical effects. Again, these are things that do have an effect, so to say it "wouldn't have any synergies" is also unfair.

Ortho
2020-05-30, 03:18 PM
Thanks both - that is a damn shame, was hoping to have a gunslinger-type character with a magical hand cannon and no other spellcasting focuses.

Well, if you're open to a little creative interpretation of the rules, I may have some solutions for you. It doesn't quite turn your cannon a spellcasting focus, but it does keep a hand free.

You could take the Enhanced Defense infusion and then argue that wearing armored gloves count as "holding" the armor for the purposes of the spellcasting focus. Alternately, argue that the general rule is that Artificers have to be holding their spellcasting focus, and the exception to that rule is that Artificers use their infusions (hand not specified as required) as a focus instead.

But don't be surprised if your DM shoots these down, because these are both pretty fringe interpretations.

MaxWilson
2020-05-30, 11:23 PM
Yet, people are apparently more than happy to be constantly casting Guidance every 60 seconds.

I am skeptical that that's a real thing. I suspect that, like Coffeelocking for days on end, it might be more of an Internet meme than a real thing in actual play.

Guidance every minute for ten minutes during an assault? Sure, makes sense. Probably even more often than that because you're constantly doing stuff that will use up that Guidance! But Guidance for sixteen hours a day while traveling? It is to laugh. If someone tried it I'd be like, "really, you're doing that? Can you sing '1000 Bottles of Beer On the Wall' in real life?" Past experience tells me they'll probably back down.

Chaos Jackal
2020-05-31, 03:46 AM
Given that tools an artificer carries double as (required) foci, I don't think anyone would be in danger of remaining focus-less because their magical pistol that also doubled as a focus vanished.

But yeah, RAW it doesn't work.

You could go Battle Smith with a heavily modified (hand) crossbow built to look more like a pistol. It's an artificer's crossbow, it can look as crazy as you want. Or you could flavor a gunslinger with two pistols through Artillerist. Shoot a force ballista mounted on one hand, a Fire Bolt through your gun-shaped wand with the other.

Did a feral tiefling like that, demon cowboy style. Complete with hat, duster and a kill-your-throat voice. Quite effective too. I'd have normally tried the Battle Smith crossbow I mentioned, but we already had a newbie beast master ranger, and throwing in another pet that also happened to be quite better didn't seem appropriate.

Foxhound438
2020-05-31, 10:32 AM
Outside of the example that you gave in the first post, what other things do you find useful in the spell storing item? I personally wish that this was just a thing you can cast any old spell into at normal cost, since the ones that we would have really wanted are like haste and fly, but I guess the 10 extra spell slots is good on its own. Though my biggest gripe is that the way it works precludes "magic weapon" as an option. We have infusions to do that anyways, but maybe I want to have something else as an infused item.


Basically all damage options: Bad. No way the fighter wants to spend their action casting shatter when they can instead shoot three arrows.
Cure wounds: Decent. Unfortunately you don't get to make it an upcast version, but having an extra person able to pick up downed PC's is probably worthwhile.
Detect magic: Bad. It's a ritual, so it's not great to have extra uses.
Disguise self: Great. Read as: Disguise Party, as the whole group can pass this around and not have to split to infiltrate a place. Not necessarily the go-to, but being there as an option is amazing.
Faerie Fire: Good. Advantage on attacks is something that an ally with nothing better to concentrate on would probably be willing to lose an action to set up, and unlike darkness+devil's sight they can do so without making their friends mad.
Grease: Decent. Same reasoning as above, but here it's a bit worse, as it hurts ranged characters and the target can escape the area.
Jump: Bad, probably. I've never seen this spell put to good use, I don't think giving it to someone else will help it any. Also, you can just put Levitate in instead.
Longstrider: Decent. Nothing to write home about, but certain character types might like this.
Purify food and drink: Bad. If you really need this effect, you're probably better off using one of your spell slots for the day, rather than dedicating all 5 uses of the storing items.
Aid: Bad. It's a nice spell way down there at 3rd level, but at 11th the 5 hit points won't matter, probably
Alter Self: Great. Same reasoning as Disguise Self, and it can even do the same things if you can fix up a costume for each member. This case it's concentration for each person, but the option to switch to aquatic adaptation on the whole party makes it pretty useful.
Arcane Lock: Broken, if you can set up a business selling magically locked boxes, since you don't have to use the material component that normally is consumed. At least until we get some kind of errata to the ability.
Blur: Great. Nothing too much to say here, it's free dodge all the time.
Continual Flame: See Arcane Lock. If nothing else, you can do it during downtime to keep making an infinite amount of flaming pebbles that can be used with a sling to illuminate caves well ahead and behind yourself.
Darkvision: Good. Similar to Alter and Disguise, but only good for characters in the party without darkvis to begin with.
Enhance Ability: Bad. Similar to Jump, never seen this do any good for anyone. It would be way better if this was pathfinder, but alas...
Enlarge/Reduce: Good. A d4 isn't a ton of damage, but on a polearm fighter it could pay off pretty quickly, and a grappler gets to grab things another size larger. Probably not a go to unless someone in the party specifically wants the effect, but it's there for when they do.
Heat Metal: Good. Probably would be my go-to if I don't expect to need alter/disguise, as it turns into a lot of damage and a huge debuff for any plate wearing fools. Requiring a bonus action to proc the damage kind of narrows what allies would be using this though.
Invisibility: Great. When disguise won't work out, this is the next option.
Lesser Restoration: Good. More so if you know your DM likes to dish out these conditions.
Levitate: Great. Read as: no more wilderness creature encounters. Flying the party across a chasm or something would also be good.
Protection from poison: Good, but predicting when you'll want 10 extra uses of the spell might be hard.
Pyrotechnics: Bad. The blinding option is cool, but doesn't last long enough to be worth most of the time, and the smoke option probably won't help often.
Rope Trick: Decent. A portable ladder that doubles as a safe short rest every time is probably not a terrible choice.
See Invisibility: Bad. If your whole party can get it on before an encounter where you need it, great, but spending an entire round setting it up for everyone is probably a problem. Usually I think casting it on yourself with a slot will be enough, as you can then use dispel magic to get rid of most forms of invisibility for the rest of the group to see.
Skywrite: Lol nah
Spider Climb: Bad, probably. Just use levitate instead.
Web: Good. Side grade to faerie fire, as it's a better effect applied, but they have ways of getting out of that situation.

I don't see anything particularly good in subclass spells for this.


Then, most of your grading looks good, but I have a few points of disagreement:

For Alch's experimental elixers, I feel like this feature is bad. You can get all of the effects by just casting a spell, and without the randomness of what effect you're getting when you make it. I really miss pathfinder alchemists, where we were throwing bombs and stuff.

Alchemical savant should probably be considered decent at best. You get the round to round damage boost that a full caster (Cleric/evoker wiz) gets, but you still only have half caster spells. It's kind of getting the short end of both sticks. Here you get to apply it to levelled spells too, which is nice, but a half caster's blasting is still not that good. Arcane firearm has the same issue.

Eldritch cannon is a little less than great in my opinion, as you have to take an action to set it up... It lasts a good while, but if you were trying to keep it up outside of combat you would need to be spending probably 10 or more slots just throwing it out in the middle of nowhere. The action economy isn't great here. And yes, scouting mitigates this, but it's not 100% reliable.

Wand sheath can be good for an artillerist who wants to carry their eldritch cannon rather than make it crawl around and still use a shield.

Mordenkainen's faithful hound is at least niche, as if you have a grappler in the party, or a druid who likes giant crocodiles, once they get something locked in place it's only an action to have it start doing 4d8 damage to it every time it hits them, no concentration, no way to kill it outside of dispel.

GorogIrongut
2020-05-31, 11:12 AM
Outside of the example that you gave in the first post, what other things do you find useful in the spell storing item? I personally wish that this was just a thing you can cast any old spell into at normal cost, since the ones that we would have really wanted are like haste and fly, but I guess the 10 extra spell slots is good on its own. Though my biggest gripe is that the way it works precludes "magic weapon" as an option. We have infusions to do that anyways, but maybe I want to have something else as an infused item.

This spell storing item ability is one of my favourites. To make an item/sword that contains 10 uses of any of the below spells is phenomenally strong:
• Cure Wounds (An excellent use)
• Detect Magic (ritual)
• Disguise Self
• Faerie Fire
• False Life
• Grease
• Jump
• Longstrider
• Purify Food and Drink
• Aid (This is perhaps my favourite use of this ability. So many uses.)
• Alter Self
• Arcane Lock
• Blur
• Continual Flame
• Darkvision (Give it to a halfling.)
• Enhance Ability
• Enlarge/Reduce (The ability to Hulk out in or before a fight.)
• Heat Metal (Disgusting against the right opponents.)
• Invisibility (How is this not considered a prime use for this ability?)
• Lesser Restoration
• Levitate
• Protection from Poison
• Pyrotechnics
• Rope Trick (Short Rest classes...)
• See Invisibility
• Skywrite (ritual)
• Spider Climb
• Web

So many possible uses. And if it were a normal magical item (non attunement), people would be leaping at getting one. It's so customizable. Especially as the above list doesn't include the Sub Class spells that become available for this use.

My personal favourite use is Aid, because it can be used to boost 3 players. Including raising those who have been downed. 3 creatures within 30' that you don't have to touch.

Foxhound438
2020-05-31, 11:20 AM
My personal favourite use is Aid, because it can be used to boost 3 players. Including raising those who have been downed. 3 creatures within 30' that you don't have to touch.

Hmm, that's a good use that I hadn't thought of. I gave it a bad rating in my post above, but I wasn't thinking of using it like this. I might in fact start using this on clerics and such... Thanks!

tormund
2020-05-31, 12:56 PM
Question about the UA Armorer: since you're going to be in heavy armor, should Con be prioritized over Dex? I understand you don't have disadvantage on Stealth checks in Infiltrator armor, but you still don't get to add your Dex modifier to AC, and you don't need it for attack rolls with the built-in armor attacks.

More broadly, I'm wondering how the role of an Armorer is different from the other subclasses discussed above. Seems like an Armorer could be a pretty decent tank.

Ortho
2020-06-01, 12:36 AM
Then, most of your grading looks good, but I have a few points of disagreement:

For Alch's experimental elixers, I feel like this feature is bad. You can get all of the effects by just casting a spell, and without the randomness of what effect you're getting when you make it.

I see where you're coming from, but I don't think it's worthy of a red rating. First and foremost, it's not actually detrimental for you to use an Elixir. Second, half of the effects aren't actually on your spell list, so the Elixir isn't redundant or obsolete. Third, everything the Elixir does is a concentration-free buff (or healing).

Is the Elixir an underwhelming focus for a subclass? Well, yeah, and you are right in that a blue rating isn't appropriate. But I would hesitate to call it bad, since it is still useful.


Alchemical savant should probably be considered decent at best. You get the round to round damage boost that a full caster (Cleric/evoker wiz) gets, but you still only have half caster spells. It's kind of getting the short end of both sticks. Here you get to apply it to levelled spells too, which is nice, but a half caster's blasting is still not that good. Arcane firearm has the same issue.

I interpreted Alchemical Savant and Arcane Firearm as ways to remedy that gap, actually. They both can be used with a wider range of spells than an evoker wizard's Empowered Evocation or a cleric's Potent Spellcasting.


Eldritch cannon is a little less than great in my opinion, as you have to take an action to set it up... It lasts a good while, but if you were trying to keep it up outside of combat you would need to be spending probably 10 or more slots just throwing it out in the middle of nowhere. The action economy isn't great here. And yes, scouting mitigates this, but it's not 100% reliable.

An Eldritch Cannon does take an action to create, but you can use your bonus action on the same turn to command it as normal, so your turn isn't wasted.
You are right in that keeping the cannon up and running over the course of a day will burn up your spell slots, but since the cannon doesn't provide any out-of-combat utility, I do question why you'd want to do that in the first place.


Wand sheath can be good for an artillerist who wants to carry their eldritch cannon rather than make it crawl around and still use a shield.

Noted. I'll update the description.


Mordenkainen's faithful hound is at least niche, as if you have a grappler in the party, or a druid who likes giant crocodiles, once they get something locked in place it's only an action to have it start doing 4d8 damage to it every time it hits them, no concentration, no way to kill it outside of dispel.

Noted, and changed.


Question about the UA Armorer: since you're going to be in heavy armor, should Con be prioritized over Dex? I understand you don't have disadvantage on Stealth checks in Infiltrator armor, but you still don't get to add your Dex modifier to AC, and you don't need it for attack rolls with the built-in armor attacks.

More broadly, I'm wondering how the role of an Armorer is different from the other subclasses discussed above. Seems like an Armorer could be a pretty decent tank.

I haven't yet given the Armorer a full write-up, but everything you've said sounds about right.

Desamir
2020-06-01, 11:05 AM
Great Weapon Master: Alchemists and Artillerists don't even get proficiency in the relevant weapons, and Battle Smiths will want a free hand for spellcasting.

You can cast while holding a two-handed weapon, you just need both hands to swing it. (https://www.sageadvice.eu/2017/03/02/2-weapon-casting/) Considering all the methods that Battle Smiths have for getting advantage on attacks, GWM seems like a great fit.

Citadel97501
2020-06-01, 12:59 PM
You can cast while holding a two-handed weapon, you just need both hands to swing it. (https://www.sageadvice.eu/2017/03/02/2-weapon-casting/) Considering all the methods that Battle Smiths have for getting advantage on attacks, GWM seems like a great fit.

It should also be noted that the feat doesn't require a two handed weapon, or even a heavy weapon for the first part and the bonus action to make an additional attack after a crit or downing a foe is still pretty good, and once again Battle Smiths get martial weapons so you could easily have a Variant Human Battlesmith with GWM & Warcaster by level 4, and then spend your ASI at 8 & 12 to get to 20 intelligence.

kaervaak
2020-06-01, 01:35 PM
Spell storing item is amazing for a few other reasons as well:

1. Using the spell-storing item does not count as casting a spell, so it can't be countered

2. Lots of things can use the SSI, not just other party members. Familiars, homonculi, tiny servants, etc.

3. You can pass the SSI around and cast lots of spells in 1 round

4. SSI allows you to cast spells without material components. Use it to cast continual flame, arcane lock, or magic mouth without spending a lot of gold.

5. Whoever uses the SSI maintains concentration on any spell cast, so you can have a fighter cast blur on himself and then maintain the concentration instead of you. Allows many more concentration effects to be up at once.

sambojin
2020-06-04, 01:10 AM
How is Druid a red multiclass option? For an Artillerist it's one of the go-to options. Two levels of Moon Druid and your choice of cannons on the big wildshapes is great.

Yes, Wizard or Fighter are probably better dips. No, not all of your magic items will work while wildshaped, but lots of them will. You do get plenty of extra magic (2 levels of full caster), a couple of extra cantrips and a tonne of free bonus HP and utility on a 2/sr availability. It also frees up some infusions, because you get short rest spiderclimb/ fast speed/ stealth. Sometimes it frees up spell slots because you just wildshape for utility, sometimes you just wildshape a combat encounter away without casting a spell, but whatever. Your choice. More lvl2'ish spell slots is very nice for an Artillerist (or any Artificer).

All many wildshapes want is a bonus action attack that's not situational. All an Artillerist wants is even more versatility and spell slots (and maybe some combat options). Artificer X/Moon 2 is a good combo, and certainly not red. Probably about black rated.

The first level seems kind of weak, depending on when you take it. The second level feels fine. CR1/2-CR1 forms might not be great by lvl7-9, but they're certainly not bad when every one of them has reliable advantage for an attack or an extra bonus action attack to keep them relevant.

Dire Wolf, Frilled Deathspitter, Jaculi, Giant Hyena, Giant Spider, etc are all fine forms with a bonus action attack from your cannon. Even Ape or Deinonychus will do if you really need to stay medium sized. If your DM doesn't know Female Steeders became monstrosities or aberrations or something, you can even play with pseudo-jump'y boots for funsies. The extra spells, cantrips and utility is just gravy. Probably only a black rating, not blue or green, but certainly not red as a bad one for an Artillerist. Honestly not too bad as a Battle Smith either. Extra attack works fine in wildshape, you just can't pick multiattack. Any normal attack your beast form can do is perfectly applicable to it though, so pick the biggest. Plus you get a bit of defense or help'y advantage.

There's enough synergy with what the class normally does in 2 out of 3 subclass cases, that I'd rate it black. Or definitely not red, in any case.

MaxWilson
2020-06-04, 01:59 AM
How is Druid a red multiclass option? For an Artillerist it's one of the go-to options. Two levels of Moon Druid and your choice of cannons on the big wildshapes is great.

Yes, Wizard or Fighter are probably better dips. No, not all of your magic items will work while wildshaped, but lots of them will. You do get plenty of extra magic (2 levels of full caster), a couple of extra cantrips and a tonne of free bonus HP and utility on a 2/sr availability. It also frees up some infusions, because you get short rest spiderclimb/ fast speed/ stealth. Sometimes it frees up spell slots because you just wildshape for utility, sometimes you just wildshaped a combat encounter away, but whatever. More lvl2'ish spell slots is very nice for an Artillerist (or any Artificer).

You make a good argument. Artillerist has a lot of rather dead-ish levels between 3 and 15. It might indeed be fun to play e.g. Artillerist 3, then Moon or Shepherd Druid 1-6ish, then whatever (Druid 17 or Artillerist 14ish). Neither class is particularly dependent on maximizing casting stats, 14s would be fine.

The biggest downside is losing access to normal armor, but with the extra spell points for Shield it might still be okay, especially if you have a chance eventually to make armor out of some kind of monster skin.

I still dislike having a low AC, so I think I would play this Shephillerist combo with a Tortle, if it's available. Otherwise a Mobile human.

Mr Adventurer
2020-06-04, 02:08 AM
2 levels of Druid vs 2 levels of Artificer is only +1 equivalent level of spell slots - that feels pretty marginal.

sambojin
2020-06-04, 02:32 AM
And two cantrips, and big wildshape 2/sr (equivalent to about an extra 2-4 lvl2 spell slots a day on utility/ not-healing-yourself/ combat-instead-of-kaboom casting).

Plenty of options on all these as well. Two levels of full caster is like getting four levels of half caster progression slot-wise, just not spell-level-wise. It's still really good.

Full caster levels with front loaded gimmicks are never bad on a "not-super-melee'y-or-castery" class. Utility+utility sometimes *is* powerful. Nicer when it gives more Artillerist spell kaboom as well (you can start to choose what you do more often for impact or sustain. Shatter/fireball for instant impact, or free HP with OK'ish attacks and cannons in wildshape for sustain. Choose your option. Option 2 saves you a lvl2-4 spell slot that combat encounter, for the next one).

Not as good on a Battle Smith, but not bad. +37HP and just give disadvantage with your defender, makes beast AC look a bit better. With two pack tactics attacks as a Dire Wolf, and a crappy defender one, it can be pretty good for slotless sustain. Just for a thing you can do.

Not Fighter blue. Not Wizard green. But for a two level dip, about black. As stated.

(you could also go for an extra level of Moon for 2nd level Druid spells. I wouldn't recommend it, but you could. Spell preparation becomes less and less of a concern, to a silly level of "whatever I want each day" by then. I'm in the "only 1-2 level dips are worth it" camp, but I mean, you could go for a 3lvl dip if you really wanted to, and it would add heaps slot-wise and preparation-wise to an Artificer. Not recommended, but you could)


PS, to the OP, great guide BTW! I'm just nitpicking because I don't think you realize how handy and synergistic Moon 2 is to an Artificer (Artillerist or Battle Smith). Still, good work! I agree with pretty much everything else mentioned in the guide.

GearsX
2020-06-04, 02:37 AM
I've a question actually: is the Artillerist's Eldritch Cannon a legitimate target for infusions? Could you have a hand-held cannon that is infused, and therefore can be used as a spell focus, and therefore can benefit from the +1d8 damage to spells from Arcane Firearm?

Nothing stopping you from weilding your magic cannon in one hand and a wand/staff/rod in the other, the wand/staff/rod infused becoming a spellcasting focus, casting your spell through it with the extra d8 dmg, then using your bonus action to fire our cannon

Then again if you want to be a gunslinger type, artifier is the first class that actually lets you be able to be profcient in the use of fire arms.

Im actually building a character for a game who will be going 17 battle smith 3 Arcane trickster.
He will be weilding a pistol at first with the repeating shot infusion + sharpshooter, getting lvl 5 asap to get extra attack, then getting my 3 rogue lvls to get arcane trickster for some mage hand shenanigans, mostly to create a bunch of magically enhanced mechanical decoys of some sort and place them around the battle field strategically, going forest gnome granting me the minor illusion cantrip. creating illusionary images to hide behind and shot out of granting me advantage, thus sneak attacks, that or use faerie fire to also grant me and party members advantage. when I can DM is letting me use crossbow expert for pistol, so nothing stopping me from weilding 2 infused pistols. Also will be using the SD for flanking and for extra cover when needed.

Mr Adventurer
2020-06-04, 05:48 AM
Thanks, that's good. Spells with material but not somatic components could still be problematic...

Thinking on this further though, when making a ranged attack with your cannon, when does Disadvantage for making a ranged attack while in melee apply?

When an enemy is adjacent to the cannon (if you aren't carrying it)? Or when an enemy is adjacent to you (even if the cannon is elsewhere)?

Vulryn
2020-06-04, 08:55 AM
Sorry if this came up already, but search-function and my eyes were not able to find an answer to the following question:

Do Repeating Shot (Infusion) and Magic Weapon (+X) stack, since they are not the same kind of enhancement, or do they exclude each other, since they both provide a bonus to attack rolls/dmg ?

Thank you very much for your patience. ;)

nickl_2000
2020-06-04, 09:45 AM
Sorry if this came up already, but search-function and my eyes were not able to find an answer to the following question:

Do Repeating Shot (Infusion) and Magic Weapon (+X) stack, since they are not the same kind of enhancement, or do they exclude each other, since they both provide a bonus to attack rolls/dmg ?

Thank you very much for your patience. ;)


By RAW, yes it does.
"This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it."

This is nothing in the infusion that says that it only adds a +1 if there isn't a +X already or if it isn't already +X.


I was wrong. In the infusion section it says "Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item." So, the item must be mundane (not magical) and can only have one infusion on it at a time per a little bit further down "Moreover, no object can bear more than one of your infusions at a time"

So, no you can't make a +1 item also repeating.





Thank you for this guide. Now I have a Fire Genasi Alchemist character concept running through my head. I mean, who likes to play with fire more than a Fire Genasi!

Vulryn
2020-06-04, 09:54 AM
By RAW, yes it does.
"This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it."

This is nothing in the infusion that says that it only adds a +1 if there isn't a +X already or if it isn't already +X.


I was wrong. In the infusion section it says "Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item." So, the item must be mundane (not magical) and can only have one infusion on it at a time per a little bit further down "Moreover, no object can bear more than one of your infusions at a time"

So, no you can't make a +1 item also repeating.

Thank you for your answer, much appreciated! I missed that. -_-

kaervaak
2020-06-04, 01:40 PM
On the moon druid/artificer multiclass subject - Depending on your DM, the infiltrator armor feature of the Armorer (UA) subclass says that the armor is form-fitting which could mean that it changes shape to accommodate your character's body. This means that the power armor would change shape to fit your wild-shape form as well. Being an armored bear or wolf is pretty awesome.

ForeverFlame
2020-06-04, 01:57 PM
Artificer Spells
Animate Objects(C): Very few problems in life cannot be solved by reenacting the climax from Beauty and the Beast. However, as useful as 10 extra creatures are on the battlefield, you are 17th level by the time you cast this, so it lacks a lot of the punch that made it desirable at lower levels.

I have to disagree with this. It's great for either helping you stay away, dealing just a bit more damage, or even assistance in strategic maneuvers.

Ortho
2020-06-04, 05:44 PM
First and foremost, I've finally added the Armorer UA to the guide.

I won't respond to everyone saying that a Druid dip is mis-rated, (mostly because there's a lot of you :smalltongue:) but you've all brought up convincing arguments, so I'll update the rating.


You can cast while holding a two-handed weapon, you just need both hands to swing it. (https://www.sageadvice.eu/2017/03/02/2-weapon-casting/) Considering all the methods that Battle Smiths have for getting advantage on attacks, GWM seems like a great fit.

Huh, I didn't know that. I've updated the rating.



PS, to the OP, great guide BTW! I'm just nitpicking because I don't think you realize how handy and synergistic Moon 2 is to an Artificer (Artillerist or Battle Smith). Still, good work! I agree with pretty much everything else mentioned in the guide.

Thanks! Nitpicking is fully encouraged, 'cause I really do appreciate a fresh pair of eyes catching mistakes/oversights/synergies that I've missed.


Thinking on this further though, when making a ranged attack with your cannon, when does Disadvantage for making a ranged attack while in melee apply?

When an enemy is adjacent to the cannon (if you aren't carrying it)? Or when an enemy is adjacent to you (even if the cannon is elsewhere)?

The cannon is its own creature a magical object, so it gets disadvantage on ranged attacks the same way everyone else does. If an attacker's within 5ft of the cannon, the cannon has disadvantage on ranged attacks. Your character's position is more or less irrelevant (barring the 60ft range limitation, of course).


I have to disagree with this. It's great for either helping you stay away, dealing just a bit more damage, or even assistance in strategic maneuvers.

I remember Animate Objects being a difficult spell to place, since at 17th level I can see arguments for either a black or a blue rating, but I'll bump it up.

Mr Adventurer
2020-06-04, 05:48 PM
The cannon is its own creature, so it gets disadvantage on ranged attacks the same way everyone else does. If an attacker's within 5ft of the cannon, the cannon has disadvantage on ranged attacks. Your character's position is more or less irrelevant (barring the 60ft range limitation, of course).


Interesting. Does this mean that you actually don't need to be wielding a Tiny cannon, just carrying it around, and you can still use your bonus action to make it attack from your square because it's still animate etc.?

Ortho
2020-06-04, 06:59 PM
Interesting. Does this mean that you actually don't need to be wielding a Tiny cannon, just carrying it around, and you can still use your bonus action to make it attack from your square because it's still animate etc.?

Not quite. If you're holding a Tiny cannon in your hand, then you can both occupy the same space - but that's only because the cannon's description specifically says you can do that. The general rule is that two creatures can't end their turns in the same space, so if you're not holding your cannon in your hand, you're not an exception to that rule.

And you can always use your bonus action to activate the cannon, as long as you're within 60ft of it. So yes, if you and your cannon somehow end up sharing the same square, you can activate it as normal.

EDIT: Nope, ignore all that, Eldritch Cannons actually count as objects.

Mr Adventurer
2020-06-04, 07:14 PM
Not quite. If you're holding a Tiny cannon in your hand, then you can both occupy the same space - but that's only because the cannon's description specifically says you can do that. The general rule is that two creatures can't end their turns in the same space, so if you're not holding your cannon in your hand, you're not an exception to that rule.

And you can always use your bonus action to activate the cannon, as long as you're within 60ft of it. So yes, if you and your cannon somehow end up sharing the same square, you can activate it as normal.

On rereading, I actually don't believe the cannon is a creature. The feature states that it is a magical object. Meanwhile, the rules on movement specify that creatures cannot occupy the same space. So I am not convinced that what you're saying here is correct.

On the other hand, if it were a creature, perhaps it could simply treat you as an independent mount.

Ortho
2020-06-04, 09:14 PM
On rereading, I actually don't believe the cannon is a creature. The feature states that it is a magical object. Meanwhile, the rules on movement specify that creatures cannot occupy the same space. So I am not convinced that what you're saying here is correct.

I reread the description too, and whaddya know - an Eldritch Cannon is indeed an object and not a creature. My bad!

Ignore my last post entirely. Everything you've been saying is completely correct. So:


Interesting. Does this mean that you actually don't need to be wielding a Tiny cannon, just carrying it around, and you can still use your bonus action to make it attack from your square because it's still animate etc.?

Yep, I think that's completely right. Nothing's stopping you from having a shoulder-mounted cannon if you want.

Quietus
2020-06-04, 09:57 PM
On rereading, I actually don't believe the cannon is a creature. The feature states that it is a magical object. Meanwhile, the rules on movement specify that creatures cannot occupy the same space. So I am not convinced that what you're saying here is correct.

On the other hand, if it were a creature, perhaps it could simply treat you as an independent mount.

The Artificer (Artillerist)'s cannon explicitly is not a creature, it is a magical object that happens to be able to move. As it is not a creature, it can share your space. However, one weird rules twist that I just noticed - the artillerist is still the one making the attack, even if the turret is Over There. As such, they are still subject to taking disadvantage on the attack roll if something is within 5 feet of them, while they would NOT get disadvantage if someone is within 5 feet of the turret.



Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't incapacitated.

Tvtyrant
2020-06-04, 11:28 PM
Does Enhanced Defense bonus stack with armor and a shield? 24 AC seems like a pretty decent deal.

Mr Adventurer
2020-06-05, 03:06 AM
I reread the description too, and whaddya know - an Eldritch Cannon is indeed an object and not a creature. My bad!

Ignore my last post entirely. Everything you've been saying is completely correct. So:



Yep, I think that's completely right. Nothing's stopping you from having a shoulder-mounted cannon if you want.

I think that's pretty huge actually. Handedness and limited object interaction is a huge problem for a lot of characters, especially hybrids like the Artificer.

This means I could have a character with an infused hand crossbow (or firearm pistol) as well as an arcane firearm blasting rod, with the Eldritch Cannon riding me around as well.

The feature even specifies you can give it legs and a climb speed so it can just scuttle up onto you.


The Artificer (Artillerist)'s cannon explicitly is not a creature, it is a magical object that happens to be able to move. As it is not a creature, it can share your space. However, one weird rules twist that I just noticed - the artillerist is still the one making the attack, even if the turret is Over There. As such, they are still subject to taking disadvantage on the attack roll if something is within 5 feet of them, while they would NOT get disadvantage if someone is within 5 feet of the turret.

I was wondering this upthread...

sambojin
2020-06-06, 04:02 AM
On the moon druid/artificer multiclass subject - Depending on your DM, the infiltrator armor feature of the Armorer (UA) subclass says that the armor is form-fitting which could mean that it changes shape to accommodate your character's body. This means that the power armor would change shape to fit your wild-shape form as well. Being an armored bear or wolf is pretty awesome.

While it's already been re-rated, so Artificer/Druid is exactly where it should be, here's a DM's Guide quote for most magic items:

"In most cases, a magic item that's meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer. Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn't adjust."


So yeah, there's quite a bit of leeway on wildshape and Artificers. Especially on magic items. But, carrying an Artillerist's cannon in caster form? There's not a great deal of reason why a Dire Wolf form can't carry it between its toes or on a foreleg or something. Yes, it can change form for your wildshape, it is a magic item. Unless the DM says no. In which case, it rides you/ you carry it/ you wear it, if you gave it legs (why wouldn't you? It's a magic item). And can you specifically target an item (magic or not) being worn/wielded, easily? No :)

And as an Artificer, you of all people can definitely make the thing for the purpose you want it to serve. And with weapons simply being templates (Monk weapon daggers/shortswords being damn near anything you want), there's plenty of infusions to carry over into wildshape.

Could you PAM with a +1 Quarterstaff as a kitten? And can you wear a magic cape, goggles, and blow into some pan-pipes while you're doing so? Ummm..... Maybe? Lol. You could at the very least carry/ wear a cannon as a Mastiff, soooo......

Anyway, food for thought. And some hilarious mental images :P

(yes, stupid-druid-tricks are an artform and a craft of their own. Not saying you should make a different build with another druid subclass, just saying that they can all turn into Riding Horses or Giant Wolf Spiders with magic-mouth-beat/stabby-sticks at lvl2 if you really want them to. Or use a returning dagger/javelin if it was custom-made. If Leonardo da Vinci had D&D monster levels of bio-engineering to refer to, I'm sure he would have come up with stuff like this too)

((strangely enough, an Artillerist's Cannon probably isn't an ally (so doesn't give you pack tactics/ anything that procs off having an ally within 5'), but a Battle Smith's Steel Defender is, and so is an infused Homunculus Servant (so is totally worth it for a druid MC that's wolfing, it can auto-dodge without actions used). They all have HP and can move though. The Cannon is however totally immune to all conditions, which is the only thing I know of under a PC's control that is. It also should have magic item "hardness" (can't be easily targeted if worn or held), has 18AC, and slowly level-scaling hitpoints, so is probably a *lot* sturdier than you think it is. God alone knows if you actually can cast a Fly spell on it, by RAW, you can't. There's lots of weird stuff in the class.))

(((for the post above. That's why druids always take the flamethrower or healer option. Why let bad positioning let an indestructible bonus action attack down? An AoE one at that, or free tHP. Saves>attack rolls, even if you're normally the one giving disadvantage to enemies or getting free advantage on attacks. Dex saves don't equal AC. And you are just a big bag of tHP normally anyway, with condition modifiers on top)))

Optimator
2020-06-07, 04:39 AM
Great guide!

thereaper
2020-06-12, 08:59 PM
Has anyone pointed out yet that weapons are objects (PHB page 132 calls out swords as objects, for example, and DMG pg 247 gives us example size categories), and Magical Tinkering therefore gives access to magic weapons at 1st level? It's limited to weapons the size of a bottle or lock (so, daggers and such, basically), but it could still matter.

Ortho
2020-06-13, 01:37 AM
Has anyone pointed out yet that weapons are objects (PHB page 132 calls out swords as objects, for example, and DMG pg 247 gives us example size categories), and Magical Tinkering therefore gives access to magic weapons at 1st level? It's limited to weapons the size of a bottle or lock (so, daggers and such, basically), but it could still matter.

Well spotted. Though I've got no idea what weapons this would apply to. I think you're right in that daggers are probably ok, but it's really all up to your DM as to what happens here.


Does Enhanced Defense bonus stack with armor and a shield? 24 AC seems like a pretty decent deal.

Unfortunately, no. Artificers can only use an Infusion once, so you can place Enhanced Defense's +2 AC on either your shield or armor, but not on both.

Akal Saris
2020-06-13, 01:47 AM
Just a general comment here, but the standard practice in D&D optimization guides dating back since the 3rd edition era is to make blue the top/best choice (A-tier) and green is a 'good' choice (B-tier). It's really disconcerting to read a guide where the colors are flipped: it's like a stop light being green while the 'go' light is red.

I'm hesitant to bring it up since you've put a lot of work into the guide already and may not want to go back to re-do the color scheme, but you might want to keep it in mind for the next time that you work on an optimization guide.

Otherwise, have you considered providing some sample character builds?

Ortho
2020-06-13, 03:35 AM
Just a general comment here, but the standard practice in D&D optimization guides dating back since the 3rd edition era is to make blue the top/best choice (A-tier) and green is a 'good' choice (B-tier). It's really disconcerting to read a guide where the colors are flipped: it's like a stop light being green while the 'go' light is red.

I'm hesitant to bring it up since you've put a lot of work into the guide already and may not want to go back to re-do the color scheme, but you might want to keep it in mind for the next time that you work on an optimization guide.

So that's why so many other guides have that color scheme. I've always wondered about that.

Thank you for the suggestion, but I won't be re-coloring my guides for a few reasons. The main one being the example you brought up, actually - I was also thinking of a stoplight when writing this guide. Green means go for it, red means don't do it, and since it's hard to read yellow text against a white background, I swapped yellow for blue.

And it made the hex codes #FF0000, #00FF00, and #0000FF, which is nice and easy for me to remember.


Otherwise, have you considered providing some sample character builds?

I'm planning on adding this to the guide; I just haven't yet had the time to sit down and do it properly.

GearsX
2020-06-14, 10:54 PM
Sorry if this came up already, but search-function and my eyes were not able to find an answer to the following question:

Do Repeating Shot (Infusion) and Magic Weapon (+X) stack, since they are not the same kind of enhancement, or do they exclude each other, since they both provide a bonus to attack rolls/dmg ?

Thank you very much for your patience. ;)

You cant put more then 1 infusion per item, though repeating shot already makes it a +1 and it auto reloads. The only difference is at higher lvls it cant become a +2

Torpin
2020-06-16, 10:05 AM
I am salivating at the thought of using spell infused item on my armorer for shield

kaervaak
2020-06-16, 11:43 AM
I am salivating at the thought of using spell infused item on my armorer for shield

Doesn't work sadly. SSI requires a spell with a casting time of 1 action. Shield is a reaction.

Torpin
2020-06-16, 05:38 PM
doesn't work sadly. Ssi requires a spell with a casting time of 1 action. Shield is a reaction.

whoa is me, oh whoa is me

GearsX
2020-06-17, 01:19 AM
Backgrounds:

Considering how important backgrounds are to character creation, they don't provide that large of a mechanical benefit. Regardless of what background you choose, you're gaining two skills, some trinkets and gold, and a language or tool proficiency. You also have the option to create your own background if the presented options don't satisfy you. I can really only give two words of advice to give in regards to backgrounds: first, take a background that grants skills that key off of your primary and secondary stats. Second, if your DM allows GGTR, you should look at the backgrounds in there, since they grant you bonus spells you wouldn't otherwise have access to.



Multiclassing:

Most classes can benefit from a two-or-three level dip into Artificer. Everyone can profit from the on-demand magic items that Infusions give, and Battle Smiths are a popular target for Wizards who want to be better at martial combat. But what classes can an Artificer benefit from?

Barbarian: Unfortunately, Barbarians don't give you all that much, since most of their abilities are Strength-based. Plus, you can't cast spells while raging.
Bard: Bards and Artificers are more similar than they appear at first glance, but Bards are a Charisma-based class, so you can't get a whole lot out of their spell list. Jack of All Trades and Expertise are the highlights here.
Cleric: What you get out of a Cleric dip depends on what domain you choose, and Forge Cleric in particular has some good synergy with Artificers. Also not a bad way to get heavy armor.
Druid: A two-level dip into Moon Druid for Wild Shape can be surprisingly beneficial, since you get the benefits of a full caster dip and you can still command your Eldritch Cannon/Steel Defender while transformed. Best if you ignore the whole "can't wear metal armor" nonsense, though.
Fighter: Pretty much every level you dip into Fighter gives you something you can use. A Fighting Style, Action Surge, even Second Wind is useful. If you're set on multiclassing, it may be better for you to actually start as a Fighter, since you'll start off with heavy armor proficiency.
Monk: Monks are problematic to multiclass into, given that most of their features are self-contained. There's not much here you can take advantage of.
Paladin: You have to pump not one but two of your dump stats just to apply. If you're looking to boost to your abilities as a martial, just go Fighter.
Ranger: You wouldn't think it, but Rangers can give you some situational utilities.
Rogue: Thief Rogues in particular augment your abilities quire nicely.
Sorcerer: Metamagic's cool and all, but multiclassing into a class that doesn't share your casting stat is a high cost in its own way. Wizard is almost certainly a better choice if you want to expand your spellcasting.
Warlock: See above, but replace "Metamagic" with "Invocations."
Wizard: As the only other class that shares your casting stat, Wizards are hands-down the best option for multiclassing. You gain access to a wide variety of spells and more spell slots.

You put Rogue in black here, while I believe rogue make for a great multiclass option for the artificer, especially if you go high enough and grab the arcane trickster.

Dork_Forge
2020-06-17, 10:34 AM
You put Rogue in black here, while I believe rogue make for a great multiclass option for the artificer, especially if you go high enough and grab the arcane trickster.

It's worth keeping in mind early levels of Rogue only really bring to the table some Sneak and Cunning Action (Expertise is good though) and a redundant Thieve's Tools prof. Every Artificer apart from the Alchemist (and even them if they take a homunculous) have a solid repeatable use of their bonus action and are fairly unlikely to benefit from Sneak Attack. Arcane Trickster would bring in some cantrips and casting, but if that's what you're after wouldn't you be better off with a single level of Wizard instead and preserving your Artificer progression for the most part?

JerichoPenumbra
2020-06-17, 12:47 PM
It's worth keeping in mind early levels of Rogue only really bring to the table some Sneak and Cunning Action (Expertise is good though) and a redundant Thieve's Tools prof. Every Artificer apart from the Alchemist (and even them if they take a homunculous) have a solid repeatable use of their bonus action and are fairly unlikely to benefit from Sneak Attack. Arcane Trickster would bring in some cantrips and casting, but if that's what you're after wouldn't you be better off with a single level of Wizard instead and preserving your Artificer progression for the most part?

I'd like to point out that in Backgrounds p.125, they state "If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead." So it stands to reason that multi-classing into Rogue would actually just give a free tool proficiency in addition to a free Rogue skill proficiency.

Mr Adventurer
2020-06-17, 01:15 PM
I'd like to point out that in Backgrounds p.125, they state "If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead." So it stands to reason that multi-classing into Rogue would actually just give a free tool proficiency in addition to a free Rogue skill proficiency.

It would be a house rule to extend the rule for Backgrounds to the rules for multiclassing.

Dork_Forge
2020-06-17, 01:21 PM
I'd like to point out that in Backgrounds p.125, they state "If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead." So it stands to reason that multi-classing into Rogue would actually just give a free tool proficiency in addition to a free Rogue skill proficiency.

Since that's specifically in the proficiencies subsection of Backgrounds it's reasonable to assume that it only applies there, though it acts as a reasonable guideline for a DM to make a ruling.

JerichoPenumbra
2020-06-17, 02:39 PM
I'd make the argument that since it uses language to say "different sources", rather than to specify getting "from a Background" it applies more general circumstances despite only being mentioned in the Background section. That said, you guys are right that it's ultimately under the purview of DM. Hell, technically feats and multi-classing at all are options a DM can veto.

Mr Adventurer
2020-06-17, 07:49 PM
I'd make the argument that since it uses language to say "different sources", rather than to specify getting "from a Background" it applies more general circumstances despite only being mentioned in the Background section. That said, you guys are right that it's ultimately under the purview of DM. Hell, technically feats and multi-classing at all are options a DM can veto.

Interestingly, applying this, a half-orc could use downtime training to be taught Orcish by an Orc, then choose Elvish instead with the resulting duplicate.

Ortho
2020-06-18, 02:34 AM
You put Rogue in black here, while I believe rogue make for a great multiclass option for the artificer, especially if you go high enough and grab the arcane trickster.

Would you elaborate? I'm not seeing much that a Rogue offers that an Artificers can use. Dork_Forge actually summed up my thoughts on the subject quite nicely:


It's worth keeping in mind early levels of Rogue only really bring to the table some Sneak and Cunning Action (Expertise is good though) and a redundant Thieve's Tools prof. Every Artificer apart from the Alchemist (and even them if they take a homunculous) have a solid repeatable use of their bonus action and are fairly unlikely to benefit from Sneak Attack. Arcane Trickster would bring in some cantrips and casting, but if that's what you're after wouldn't you be better off with a single level of Wizard instead and preserving your Artificer progression for the most part?

Anymage
2020-06-18, 02:44 AM
Interestingly, applying this, a half-orc could use downtime training to be taught Orcish by an Orc, then choose Elvish instead with the resulting duplicate.

In theory with very permissive readings, yes. Note that the wording for training says that "Your DM might allow additional training options", so with a sufficiently permissive DM you could learn how to do anything.

In practice, there's a difference between not making someone feel that a redundant proficiency is going to waste, and allowing silly results to fly just because they're silly results. I don't think the latter would pass the giggle test.

Mr Adventurer
2020-06-18, 08:07 AM
In theory with very permissive readings, yes. Note that the wording for training says that "Your DM might allow additional training options", so with a sufficiently permissive DM you could learn how to do anything.

Not sure what you mean - learning languages is part of the downtime rules in XGtE.


In practice, there's a difference between not making someone feel that a redundant proficiency is going to waste, and allowing silly results to fly just because they're silly results. I don't think the latter would pass the giggle test.

That's true, which is kind of the point: the rule doesn't make sense applied universally without qualifications.

JerichoPenumbra
2020-06-18, 03:04 PM
Yes, but it doesn't make much sense to pay someone to learn a language that you already know.

Mr Adventurer
2020-06-18, 06:26 PM
Yes, but it doesn't make much sense to pay someone to learn a language that you already know.

Neither does it make sense that receiving training in Thieves' tools, when you already know how to use them, would instead grant you proficiency with Alchemist supplies, or whatever.

Klorox
2020-11-14, 11:38 PM
This is awesome. I can’t wait to see it updated after the armorer is official.

I know wizard is the best multiclass option, but could you go into what school fits artificers best?

I love what war wizard brings to the table.

Dork_Forge
2020-11-14, 11:41 PM
This is awesome. I can’t wait to see it updated after the armorer is official.

I know wizard is the best multiclass option, but could you go into what school fits artificers best?

I love what war wizard brings to the table.

Honestly Divination and Chronurgy bring a lot to the table since their abilities are something the Artificer doesn't have access to really otherwise (outside Lucky) and it doesn't tax their bonus action economy. War Wizard is a great option for all Artificers as well since the blasty kind tend to use cantrips mostly to do it.

Ortho
2020-11-15, 03:08 AM
This is awesome. I can’t wait to see it updated after the armorer is official.

I know wizard is the best multiclass option, but could you go into what school fits artificers best?

I love what war wizard brings to the table.

Thank you! I'll definitely be updating the guide for Tasha's - though it may take a few days, as I doubt my copy will arrive on exactly the 17th.

I'm assuming you won't be dipping too much into wizard, so I'll go out on a limb here and say the only real difference between Wizard subclasses for you would be their 2nd-level Arcane Tradition. With that in mind:
I agree with Dork_Forge that Chronurgy and Divination would increase your options the most - rerolling dice is always applicable and isn't something an Artificer can normally do.
War Magic, Abjuration, and Bladesinger all give a straight boost to your survivability, especially if you pick up the Shield spell.
Evocation could be a useful dip for an Artillerist, given the Artillerist's bonus AoE spells.
Any other wizard subclass doesn't seem to do too much for an Artificer, honestly.

MaxWilson
2020-11-15, 03:40 AM
In theory with very permissive readings, yes. Note that the wording for training says that "Your DM might allow additional training options", so with a sufficiently permissive DM you could learn how to do anything.

The DMG also explicitly allows training for extra feats and skill proficiencies, as an alternate reward type. It's in the same section as titles of nobility and epic boons.


I know wizard is the best multiclass option, but could you go into what school fits artificers best?

In thematic terms, Conjuror seems hard to beat. What's more Mad Scientist than constantly pulling random gadgets out of Hammerspace?

Klorox
2020-11-16, 10:14 AM
In thematic terms, Conjuror seems hard to beat. What's more Mad Scientist than constantly pulling random gadgets out of Hammerspace?

That's... simply so damn COOL!

I LOVE it thematically!!!

Ortho
2020-11-22, 12:08 AM
....aaaaaaand folks, I think we're updated with everything from Tasha's and the recent erratas. Early thoughts: the Armorer looks pretty nifty, the new character creation rules make the races section mostly obsolete, and the new feats don't really do a whole lot for an Artificer.

As always, I doubt I got everything right on the first try, so feedback is appreciated!

Dork_Forge
2020-11-22, 01:37 AM
....aaaaaaand folks, I think we're updated with everything from Tasha's and the recent erratas. Early thoughts: the Armorer looks pretty nifty, the new character creation rules make the races section mostly obsolete, and the new feats don't really do a whole lot for an Artificer.

As always, I doubt I got everything right on the first try, so feedback is appreciated!

Good job and thanks for keeping this guide updated!

My thoughts:

-Improved Defender's summary text doesn't include that it adds damage to Defensive pounce, is this just a write up error or was that not factored into the rating?

-Chef: It's a half feat which compensates for a lot, personally I don't see it as blue, more black. The treats offer miniscule amounts of temp hp and since the Artificer as a whole leans on being BA heavy isn't of significant personal benefit either. I can understand it staying a blue based on being a half feat though

-Piercer: I don't think this deserves red as it not only works with Repeating shot but also with Returning Weapon (specifically a spear), it's basically a passive damage bump on a half feat. Since it primarily just benefits Battle Smiths I think a Black rating would be more appropriate, red makes it seem like it's detrimental or terrible. (Probably best taken as a V. Human to help get your Dex up to 14/16)

ftafp
2020-11-22, 02:21 AM
....aaaaaaand folks, I think we're updated with everything from Tasha's and the recent erratas. Early thoughts: the Armorer looks pretty nifty, the new character creation rules make the races section mostly obsolete, and the new feats don't really do a whole lot for an Artificer.

As always, I doubt I got everything right on the first try, so feedback is appreciated!

Can you add Replicate Magic Item: Spellwrought Tattoo (1st level or Cantrip) to the list? The bonus/DC are kind of crappy but a free 1st level spell from any spell list per day should be gold or at the very least blue

Silpharon
2020-11-22, 03:29 AM
I agree with ftafp, all the common magic tattoos should be listed. Spellwrought being the best.

I also think you shortchanged the infiltrator's new perfected armor: it gives disadvantage for attacking you, and nothing says you have to attack the same creature multiple times. Instead you can attack 3 different creatures (with haste) all of which now have disadvantage against you and will take extra damage with advantage on the next party members' attack.

Also, infiltrator's new permanent stealth advantage + stealth expertise (skilled feat) + flash of genius could outclass a rogue ;)

Dork_Forge
2020-11-22, 03:36 AM
Can you add Replicate Magic Item: Spellwrought Tattoo (1st level or Cantrip) to the list? The bonus/DC are kind of crappy but a free 1st level spell from any spell list per day should be gold or at the very least blue

Wouldn't this fall under the same ruling as scrolls and potions as not applicable for Replicate Magic Item?

Mr Adventurer
2020-11-22, 04:24 AM
Doesn't Replicate Magic Item have to be from a preselected list anyway?

stoutstien
2020-11-22, 08:08 AM
Replicate magic item has a additional clause of being able to replicate any common magic item that is not a consumable like potions and scrolls.
The spell wrought tattoo could be ruled either way. Depends if you consider items like wands with limited charges a consumable item or not.
My personal fix is to allow it with the understanding that trying to cast the same spell will overwrite a previous casting of it. Same way a wizard can't have two familiar. It's the fix I use for the spell storing ring.

TheMango55
2020-11-22, 08:11 AM
Doesn't Replicate Magic Item have to be from a preselected list anyway?

You can now replicate any common magic item other than scrolls or potions.

Mr Adventurer
2020-11-22, 09:28 AM
Thanks for the tip. Looks like the ability says "not including potions or scrolls". It doesn't make an equivocation. So strictly, only potions and scrolls are excluded. However, I'd expect plenty of DMs to rule that it applies to any one-use items, like the tattoo. I think that is how I would rule.

stoutstien
2020-11-22, 09:48 AM
I really like the idea of the floating spell. It just feels right for artificer and cost 1/2 of their total infusions until lv 6 isn't a cheap pick now that there also the homunculus on top of the other alluring picks.

The only spell that I can see that's really an issue is find familiar.

Silpharon
2020-11-22, 09:49 AM
Thanks for the tip. Looks like the ability says "not including potions or scrolls". It doesn't make an equivocation. So strictly, only potions and scrolls are excluded. However, I'd expect plenty of DMs to rule that it applies to any one-use items, like the tattoo. I think that is how I would rule.

It's very concise language, and changed specifically for this book. The only common magic items released in this book were those common tattoos and the prosthetic limb. Yes, it could have been an oversight, but dang, who's in charge of this thing if it was?

Silpharon
2020-11-22, 10:05 AM
Replicate magic item has a additional clause of being able to replicate any common magic item that is not a consumable like potions and scrolls.


Just to be clear, there's no consumable or "like" in the verbiage. The new rule from Tasha's is:
"Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls."

stoutstien
2020-11-22, 10:12 AM
Just to be clear, there's no consumable or "like" in the verbiage. The new rule from Tasha's is:
"Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls."

I would tend to agree that it was purposely worded that way if there wasn't a pile of other oddly or poor worded features in the book.

Draz74
2020-11-22, 11:45 AM
and the new feats don't really do a whole lot for an Artificer.

Odd, I just made an Armorer build and I used four feats from Tasha's and I think they're all great.

Armorers (unlike other subclasses) don't have a lot of use for bonus actions built into the class, so Telekinetic seems amazing for them. Fey Touched is just great. And Skill Expert might only be great for people like me who are skill proficiency hogs, so maybe your black rating is ... ok. All of these are half-feats and let me boost my build's Intelligence. (I finish off the Intelligence boosts with Elven Accuracy, my one feat that's not from Tasha's.)

My only Tasha's feat that isn't a half-feat is Metamagic Adept. Which, with two uses per long rest, I can see why it didn't catch your attention. But I think two uses of Careful or Subtle spell is pretty cool still. (Careful being especially good on Faerie Fire or Hypnotic Pattern.)

Silpharon
2020-11-22, 12:01 PM
Odd, I just made an Armorer build and I used four feats from Tasha's and I think they're all great.

Armorers (unlike other subclasses) don't have a lot of use for bonus actions built into the class, so Telekinetic seems amazing for them. Fey Touched is just great. And Skill Expert might only be great for people like me who are skill proficiency hogs, so maybe your black rating is ... ok. All of these are half-feats and let me boost my build's Intelligence. (I finish off the Intelligence boosts with Elven Accuracy, my one feat that's not from Tasha's.)

My only Tasha's feat that isn't a half-feat is Metamagic Adept. Which, with two uses per long rest, I can see why it didn't catch your attention. But I think two uses of Careful or Subtle spell is pretty cool still. (Careful being especially good on Faerie Fire or Hypnotic Pattern.)

Draz, those are fantastic choices, thank you for sharing!

ftafp
2020-11-22, 01:27 PM
Wouldn't this fall under the same ruling as scrolls and potions as not applicable for Replicate Magic Item?

it's explicitly listed as a wondrous item, not a scroll or potion

Dork_Forge
2020-11-22, 02:29 PM
it's explicitly listed as a wondrous item, not a scroll or potion

I meant more the spirit of things I guess, it looks like Replicate Magic item wasn't intended to create consumeables.

Ortho
2020-11-22, 04:09 PM
Looks like it's not as updated as I thought. :smalltongue:
I'm away from my PC right now, but I'll get the tattoos on the Replicate Magic Item list soon, fear not.

Ortho
2020-12-20, 01:58 AM
And by soon, I mean until after final exams have finished and I no longer feel guilty about not studying.



Good job and thanks for keeping this guide updated!

My thoughts:

-Improved Defender's summary text doesn't include that it adds damage to Defensive pounce, is this just a write up error or was that not factored into the rating?

-Chef: It's a half feat which compensates for a lot, personally I don't see it as blue, more black. The treats offer miniscule amounts of temp hp and since the Artificer as a whole leans on being BA heavy isn't of significant personal benefit either. I can understand it staying a blue based on being a half feat though

-Piercer: I don't think this deserves red as it not only works with Repeating shot but also with Returning Weapon (specifically a spear), it's basically a passive damage bump on a half feat. Since it primarily just benefits Battle Smiths I think a Black rating would be more appropriate, red makes it seem like it's detrimental or terrible. (Probably best taken as a V. Human to help get your Dex up to 14/16)

Thank you! One of the main reasons I wrote it was because I noticed most of the guides here (https://forums.giantitp.com/showthread.php?377491-Guides-Tables-and-other-useful-tools-for-5E-D-amp-D) haven't been updated in a while. Also, guides are just fun to make.

1) I think you're referring to Improved Defender's Deflect Attack? That's a write-up error. Fixed.

2) I rated Chef blue because in addition to all of that, it effectively grants an additional d8 of short-rest healing for the entire party. I've updated the description to reflect that.

3) Point taken. I've bumped Piercer's rating up. Pun intended!


Can you add Replicate Magic Item: Spellwrought Tattoo (1st level or Cantrip) to the list? The bonus/DC are kind of crappy but a free 1st level spell from any spell list per day should be gold or at the very least blue
Done. I've added all the Tasha's common items.


I also think you shortchanged the infiltrator's new perfected armor: it gives disadvantage for attacking you, and nothing says you have to attack the same creature multiple times. Instead you can attack 3 different creatures (with haste) all of which now have disadvantage against you and will take extra damage with advantage on the next party members' attack.
Duly noted. I've updated the description.



and the new feats don't really do a whole lot for an Artificer.
Odd, I just made an Armorer build and I used four feats from Tasha's and I think they're all great.

Armorers (unlike other subclasses) don't have a lot of use for bonus actions built into the class, so Telekinetic seems amazing for them. Fey Touched is just great. And Skill Expert might only be great for people like me who are skill proficiency hogs, so maybe your black rating is ... ok. All of these are half-feats and let me boost my build's Intelligence. (I finish off the Intelligence boosts with Elven Accuracy, my one feat that's not from Tasha's.)

My only Tasha's feat that isn't a half-feat is Metamagic Adept. Which, with two uses per long rest, I can see why it didn't catch your attention. But I think two uses of Careful or Subtle spell is pretty cool still. (Careful being especially good on Faerie Fire or Hypnotic Pattern.)
It would've been more accurate to say that none of the feats in Tasha's seem made for an Artificer - have you noticed how the PHB feats seem designed with certain classes in mind, and the Xanathar feats are all for specific races? The Tasha feats have none of that; they're very general purpose. That being said, I've bumped up Skill Expert to blue.

Also, that seems like a fun build. Thanks for sharing!

Vulryn
2020-12-20, 02:36 PM
I think the rating of the fighting Initiate is a bit harsh. +2 to hit on ranged attacks is, in my opinion, nothing to sneeze at, if you are able to hit the prerequisites (which isn't too difficult now.)

Pastor0fMuppets
2021-01-11, 09:32 AM
Can the artillerist eldritch cannon benefit from spells like bless or hex? By my reading it can which makes Fey Touched a very appealing early game feat, and makes spell wrought tattoo downright incredible

stoutstien
2021-01-11, 09:47 AM
Can the artillerist eldritch cannon benefit from spells like bless or hex? By my reading it can which makes Fey Touched a very appealing early game feat, and makes spell wrought tattoo downright incredible

the cannons are objects not creatures. this has more pros than cons in the long run when you realize just how many effects can't target them.

edit* i see you are asking about the attack from force ballista. if you read the wording the attack is actually being made by the artificer and just produced from the cannons space. so stuff that applies on hit would work.

Quietus
2021-01-11, 09:55 AM
the cannons are objects not creatures. this has more pros than cons in the long run when you realize just how many effects can't target them.

edit* i see you are asking about the attack from force ballista. if you read the wording the attack is actually being made by the artificer and just produced from the cannons space. so stuff that applies on hit would work.

Exactly this. The phrasing is "You make an attack roll", not "the force ballista makes an attack roll". So anything that increases your attacks (enhanced arcane focus, bless, etc) can boost your attacks with the turret.

Pastor0fMuppets
2021-01-11, 09:57 AM
In that case would Bless be the best 1st level spell Fey Touched could teach you? (Since you can spell wrought tattoo for hex for an hour), or should I lean towards Hex since it scales better at higher levels?

stoutstien
2021-01-11, 10:20 AM
In that case would Bless be the best 1st level spell Fey Touched could teach you? (Since you can spell wrought tattoo for hex for an hour), or should I lean towards Hex since it scales better at higher levels?

depends on your goal and what level(s) you expect to see.

Pastor0fMuppets
2021-01-11, 10:27 AM
depends on your goal and what level(s) you expect to see.

Well we're level 3 right now. DMs stated goal is level 15, and he has home brewed Zerg from Starcraft as an existential threat to the continent

stoutstien
2021-01-11, 10:36 AM
Well we're level 3 right now. DMs stated goal is level 15, and he has home brewed Zerg from Starcraft as an existential threat to the continent

usually hex has better action economy going for it but if you are going all in for blasting your bonus action is pretty crowded. early on the bonus you provided your party from bless will out preform hex unless you are looking to nail a certain ability check like Str for the party grapple fighter or whatever.

Chugger
2021-03-20, 04:50 AM
I hate to sound negative when so much work was put into this guide, and what I'm saying shouldn't be seen as "negative", anyway. Much of this guide is quite good, astute, helpful and so on. I have no problems with most of it.

I have a problem with the author's way-too-broad assertion that feats don't matter much or aren't "must have" for artificers. This couldn't be more wrong. Feats can be insanely useful or good for any class.

The only way an artificer is going to pump out top-shelf damage is by taking Sharpshooter (if Armorer w/ Lightning Launcher, which is a simple ranged weapon, or if Battlesmith using a ranged weapon) or Great Weapons Master (Battlesmith w/ heavy weapon). If you're optimizing an artificer as a striker or damage-doer, you really need to be taking one of these feats (and figuring out how to offset the -5 to hit penalty - a 1 dip in fighter for f.s. archery for a ranged version would help a lot, for example). These are definitely must-have feats for dps-heavy builds.

Lucky, Mobile and Alert are marvelous feats.

Granted, this class doesn't need Warcaster like other casters do - they get Con prof and have many options for spellcasting focus. And an infusion option.

Heavily Armored feat lets you wear plate while boots of striding and springing or gauntlets of ogre power negate the likely low str problem and movement speed is normal. This would be a great feat.

Magic Initiate is insanely good for an Artillerist because you get a familiar, and using an owl to get advantage every time you firebolt is really good - if someone thought this was "must have" I wouldn't argue with them, especially given that owl familiars are such good scouts, too. And you get extra cantrips, which can be quite good.

Anyway, you get the point. Feats are not as bad or useless for the art. as the guide author suggests. Sure, feats may be more useful to other classes and builds, but to dismiss feats for artificer in such a general way - this is a mistake. The right feat with the right artificer build in some cases is very much "must have" and in others, very solid, very worth having (and frankly better than most racial options).

My next issues is with the race recommendations. This guide is post-Tasha's but still is heavily focused on the pre-Tasha's race tables, where ability bonuses are locked. For people playing in campaigns that don't use Tasha's, this old-skool info is good. But for those of us who now build characters using Tasha's, there's little help.

I'll admit, it's going to make guide writing much harder to "do right", because guides will need the old skool way and a new analysis of race. New +Tasha's analysis in this guide is not there.

Aarakocra is Teal in this guide because of stats, which again do not matter in Tasha's. Aarakocra in Tasha's get a +2 to Int and a +1 to Con if you want, which is perfect for an artificer - or w/e makes sense for your build. Unrestricted flight from level 1, flight that works in a beholder's anti-magic ray? This is great stuff, amazing stuff - how is this not blue or green? The only reservation here, really, is that many DMs don't allow this race or make them flightless. Yuan-ti, blue in this guide, must be green in a +Tasha's game - +2 to int and +1 to con and MR and poison immunity - and a free casting of Suggestion once per day (and other spells)? Are you kidding me? That's insane.

Mountain Dwarf - in +Tasha's gets +2 to Int and +2 to Con. With a point buy can start with 17 in each. That means at level four an 18 int (+4 to hit and damage) and an 18 Con, meaning +4 hit points per level and even better Con STs. This is at least blue, not black. And if they feat-switch to Heavy Armor later on, no movement penalty - and this guide's assurance that if artificer can infuse it or cast it then getting something some other way makes that thing worthless <-- this is absurd. Why waste an infusion or spell if you can get it free as a racial - it's not like artificer has a lot of choices with infusions or spells, and having the dwarf racial and plate armor (non armorer) and not having to burn an infusion or spell to move normally is great.

Tabaxi is blue in +Tasha's because of the mobility and +2 +1, if the player knows how to make use of mobility. I wouldn't call this just situationally useful, it will be handy if not downright amazing in so many fights it has to be more than just situational.

Kobold is not teal. Black or blue. Green if playing Rime of the FM as there is never sunlight, or Out of the Abyss - or any campaign with little chance of sunlight. Another character is almost always 5' from a target. A steel defender, if the kobold goes battlesmith, will almost always be near the target. A kobold can almost always use pack tactics. This guide acts like pack tactics only sometimes gets to be used - b.s. - I think this guide's author has never played kobold. Kobolds are stupid powerful because pack tactics is useful almost every single round. Really, only if the kobold wins initiative or other rare situations are the times when pack tactics doesn't work.

Downrating Duergar because they "already have the spells" is silly! The guide's author seems not to grasp that artificer has fewer slots and fewer spell choices than most other casters. Getting spells free from a racial so you can use them while picking other good spells and saving slots is REALLY GOOD, not something to be pooh poohed!

If this guide's author would go back and fix all of these comments (saying the artificer gets it as a spell or infusion with the same effect makes it no good), it would improve this guide immensely. Instead point out that while the artificer gets it via infusion or spell, getting it free from a racial means the artificer can pick other infusions or other spells (and this is usually better).

I think the guide's author needs to rethink feats and tone down the language suggesting they don't help an artificer that much - which is clearly wrong. I agree that feats don't help artificer as much as some other classes and builds, but there are feats that would be of enormous use to any artificer and are definitely must have for certain specific artificer builds.

Adjusting races to better reflect +Tasha's would be a lot to ask for and a lot of work. But it would vastly improve the guide. Again, the race info is just plain misleading or poor advice to a player in a +Tasha's campaign.

If the author is reading this, please don't feel bad. Feel good, because most of your guide is, like I said above, very good. These are specific complaints I have, and two of the three are very easily fixed. Please give it a thought and do whatever makes sense to you.

Dork_Forge
2021-03-20, 05:40 AM
My next issues is with the race recommendations. This guide is post-Tasha's but still is heavily focused on the pre-Tasha's race tables, where ability bonuses are locked. For people playing in campaigns that don't use Tasha's, this old-skool info is good. But for those of us who now build characters using Tasha's, there's little help.

I'll admit, it's going to make guide writing much harder to "do right", because guides will need the old skool way and a new analysis of race. New +Tasha's analysis in this guide is not there.


Opinions on feats aside:

This guide predates Tasha's by several months and was updated to include those options. Moving stats around is a DM dependent optional rule, and one that's far more controversial than feats and multiclassing is. You can't really assume that it will be in play, certainly not enough to warrant a rewrite of such a massive portion of the guide.

If you want to glean post Tasha's usefulness form the guide, then just look at the written verdicts of the racial abilities and use common sense on the stats. The majority of races follow a +2 +1 patter, if anything is more generous than that, it's obviously better stats wise.

If a racial ability is well regarded, then shove the stats where you want, it's the least problematic part to evaluate.

Chugger
2021-03-20, 03:33 PM
You can't really assume that it will be in play,



If you'd read my post more carefully, you'd realize I didn't assume this.

I didn't realize the guide had been written just before T came out, but my comments still stand. You don't have to like what I say, but what I said is well-reasoned and reasonable.

Everyone in AL is +Tashas's, so right there, it's not like T is all that controversial, as you suggest - and that certainly means thousands of players are using Tasha's for char rules.

I also admitted, again if you'd read more carefully, that doing both -T and +T would be a daunting task.

This guide as it stands is very much _not_ a good source for +T character creation for artificer in terms of race. In fact, relying on it, in many instances, could yield a disappointing character. That's why I'm speaking out. I don't want players in a +T game to too heavily rely on this guide: it won't always work.

stoutstien
2021-03-20, 06:00 PM
If you'd read my post more carefully, you'd realize I didn't assume this.

I didn't realize the guide had been written just before T came out, but my comments still stand. You don't have to like what I say, but what I said is well-reasoned and reasonable.

Everyone in AL is +Tashas's, so right there, it's not like T is all that controversial, as you suggest - and that certainly means thousands of players are using Tasha's for char rules.

I also admitted, again if you'd read more carefully, that doing both -T and +T would be a daunting task.

This guide as it stands is very much _not_ a good source for +T character creation for artificer in terms of race. In fact, relying on it, in many instances, could yield a disappointing character. That's why I'm speaking out. I don't want players in a +T game to too heavily rely on this guide: it won't always work.

I guess you missed the part in the guide that states with Tasha's Race rules in play basically all races are either blue or green which translates to best or near best.

AL is also not the standard mode of play as much as a standardized mode of play. Which books are allowed in AL give no bearing on the general acceptance of material from table to table. Heck, AL isn't as universal as it pretends to be from one area to the next.

Dork_Forge
2021-03-20, 10:30 PM
If you'd read my post more carefully, you'd realize I didn't assume this.

And if you didn't cut that quote off mid sentence, it'd read "certainly not enough to warrant a rewrite of such a massive portion of the guide." It wasn't a black and white you either do, or don't statement.


I didn't realize the guide had been written just before T came out, but my comments still stand. You don't have to like what I say, but what I said is well-reasoned and reasonable.

It's an opinion, you don't like the OPs, but seem to expect others to just accept your own?


Everyone in AL is +Tashas's, so right there, it's not like T is all that controversial, as you suggest - and that certainly means thousands of players are using Tasha's for char rules.

AL has nothing to do with what's controversial or not, it's standardised play set up by WotC, of course they included a big PR rule change in the rules. It has no bearing on any non-AL table, which I'd imagine is the majority of them, and only affects AL because the DMs don't get a say so.

I think you may also be assuming something available=being used.


I also admitted, again if you'd read more carefully, that doing both -T and +T would be a daunting task.

Please don't assume the degree in which I read your post, I read what you're referring to and it had absolutely no bearing on my reply to you.



This guide as it stands is very much _not_ a good source for +T character creation for artificer in terms of race. In fact, relying on it, in many instances, could yield a disappointing character. That's why I'm speaking out. I don't want players in a +T game to too heavily rely on this guide: it won't always work.

As pointed out be Stoutstien, it includes a line about how Tasha's optional rule affects race ratings and still covers the races abilities.

At the crux of it you seem to mostly just disagree with the OP's opinions, which is of course not a problem and alternate views should be suggested, I've even done so in this thread (and I think the OP changed a rating based on that).

Here's the thing though, you're saying it should be rewritten because it doesn't have a focus on post Tashas and because you don't agree with the OP's opinions. At that point you're better off writing your own guide, since the changes it would necessitate in this one may as well be a rewrite.

For what it's worth, everyone has opinions, you disagree with OP's (as do I in places), I disagree with a lot of yours:

Here's an example, you pointed to Tabaxi mobility being better than just situational if the player knows how to you maneuvarability/mobility to their advantage. Most Artificers are going to be ranged and a lot of maps aren't going to be big enough, or have enemies positioned in a way where it matters. It's a situational benefit, not one you can constantly rely on to you betterment, and it is rated that way.

You seem to think highly or a Dwarf taking Heavily Armored, most of the time that's not going to be worth it in my opinion. You're a Dwarf so you only get the standard ASIs and Artificer's don't get any additonal ASIs over the standard.

So you won't pick it up until 4th level, still requiring a decent Dex, then you need to start shelling out significant coin to make the switch over to end up with +1 AC and disadvantage on stealth. That's all it amounts to, the Artificer isn't struggling with AC to begin with and if you're going to invest a feat in a dump stat and +1 AC, then why wouldn't you just grab Fighting Initiate for Defense, a +1AC that you have the option of swapping out down the road for another style.

Ortho
2021-03-22, 02:57 AM
I hate to sound negative when so much work was put into this guide, and what I'm saying shouldn't be seen as "negative", anyway. Much of this guide is quite good, astute, helpful and so on. I have no problems with most of it.

I have a problem with the author's way-too-broad assertion that feats don't matter much or aren't "must have" for artificers. This couldn't be more wrong. Feats can be insanely useful or good for any class.

Saying that feats don't matter much is definitely not what I was trying to say - as you've pointed out, feats are good on any class- but I will stand by my statement that there aren't many "must have" feats for an Artificer.

I think it would help if I explained what I consider to be a must have: you know how popular opinion on these forums is that Wizards should take Resilient: Constitution, or Barbarians should take GWM, or Clerics should take War Caster, etc? That's what I define as a must-have, and Artificers just don't have a feat like that. You've pointed out Lucky, Mobile, and Alert as marvelous, but they're marvelous on anyone, not specifically Artificers.

Regardless, you're not the first person to bring this up, so I'll update the wording.


My next issues is with the race recommendations. This guide is post-Tasha's but still is heavily focused on the pre-Tasha's race tables, where ability bonuses are locked. For people playing in campaigns that don't use Tasha's, this old-skool info is good. But for those of us who now build characters using Tasha's, there's little help.

I'll admit, it's going to make guide writing much harder to "do right", because guides will need the old skool way and a new analysis of race.

That last sentence is exactly why I opted to do a simple disclaimer instead of rewriting the entire section on races:



Tasha's Cauldron of Everything
The TL,DR is that if you're using the Customizing Your Origin rules, you can skip right over this whole section of the guide.

Tasha's Cauldron of Everything doesn't technically introduce any new races, but it does introduce new character creation rules that deserve mention. The new rules allow any race to swap around your Ability Scores and your Skills - which is exactly as powerful as it seems. There's also a Custom Lineage option, which I've detailed below. What this means is that if your DM is allowing these rules, every race in the game would be rated either Blue or Green, since every average or below average feature can be swapped out for a beneficial one.

ImproperJustice
2021-03-23, 12:08 AM
I think telekinetic should be rated much higher.

A bonus action shove, to pull allies out of harms way or push enemies into AoE at no resource cost is extremely nifty.
At it’s worst it’s a bonus action 5’ boost to an allies mobility.

You also get a silent, invisible, no cost mage hand cantrip for subtle out of combat utility.

And this all keys off your main stat.

It does cause action economy issues for the Battle Smith and Artillerist (unless they are casting), but it is great for the Armorer and Alchemist.

Dork_Forge
2021-03-23, 08:12 AM
It does cause action economy issues for the Battle Smith and Artillerist (unless they are casting), but it is great for the Armorer and Alchemist.

I'm a fan of Telekinetic, but I don't think it's as clear an option as you think:

-I'm not sure what you mean by unless they're casting, the Steel Defender and the Turrets only need a bonus action (unless you mean slots, which only really affects the turrets, even then barely)

-It still competes with the Homunculus Servant (which is a very strong option to keep damage and utility higher on those subclasses), Healing Word, Defensive Field, Dual Wielder Thunder Gauntlets, Boots of the Winding Path, and that's not getting into other spells.

It's probably best on an Infilitrator, but that's assuming that they didn't take a Homunculus Servant to up their damage.

ImproperJustice
2021-03-24, 02:16 PM
I'm a fan of Telekinetic, but I don't think it's as clear an option as you think:

-I'm not sure what you mean by unless they're casting, the Steel Defender and the Turrets only need a bonus action (unless you mean slots, which only really affects the turrets, even then barely)

-It still competes with the Homunculus Servant (which is a very strong option to keep damage and utility higher on those subclasses), Healing Word, Defensive Field, Dual Wielder Thunder Gauntlets, Boots of the Winding Path, and that's not getting into other spells.

It's probably best on an Infilitrator, but that's assuming that they didn't take a Homunculus Servant to up their damage.

To better explain my casting comment in regards to the Artillerist and Defeder:

I figure their usual turn would look like cantrip blast / double attack, then bonus action to command turret / defender.

Vs. Armorer or Alchemist with TK may instead use bonus action to reposition ally or enemy, and then double attack / cantrip or spell / item blast.

It’s doesn’t cost any resources to use, and I feel the ability to add another target to an effect or remove an ally from harm at no cost is a valuable option. It adds another tool to the toolbox so to speak, while topping off an uneven INT score.

But I can respect your point of view if you don’t see the benefits.