I meant in terms of utility. Is it any better or worse?
I would say in terms of class features that assist the rest of the team, worse. The wall spells in the spell list don't come into play until level 9, so you are basically a blaster until then with the exception of the protector eldritch cannon.
I think your character’s choice should come first. What would they choose? What’s been your style of play with them so far?
But failing a clear character reason to choose, think about what role you play in the party or the party needs. Artillerist is the ranged blaster/AOE, Alchemist is support, Armorer is the tank/sneak, and Battlesmith is the striker/weapon user. Lots of nuance to each, of course.
Like a frequently stealthy party is helped by an Armorer using the infiltrator mode. Large parties (6+) often get more benefit from support characters. Artillerist synergizes well with other ranged party members with its THP cannon mode. Etc.
I chose Artillerist for my Artificer. The Protector Eldritch Cannon has been a godsend for survivability. I plan to get an All-Purpose Tool for the cantrip Shillaleigh, and I got permission from my DM to use a rod (Arcane Focus) as a Club, so I will cast Shillaleigh on the rod and use it as my Arcane Firearm when casting Green Flame Blade or Booming Blade. I also will put the Eldritch Cannon on a Homunculus (it has Str 4 so should be able to carry a tiny Eldritch Cannon) to be a flying Eldritch Cannon with Familiar benefits.
I honestly struggled with choosing the Artillerist over the Armorer and the Battle Smith. The extra infusions of the Armorer and the Arcane Armor stuff, and the Steel Defender and innate Int to-hit/damage of the Battle Smith were both very attractive, but I felt the versatility of the Artillerist better suited my vision for my character.
The Alchemist was never a consideration for me because I wanted my Artificer to be a front line support tank and the Alchemist seems more of a back line support caster/healer to me.
I would say in terms of class features that assist the rest of the team, worse. The wall spells in the spell list don't come into play until level 9, so you are basically a blaster until then with the exception of the protector eldritch cannon.
What makes you want to play artillerist?
My character is a gnome, and they typically aren't suited for melee combat.
I would say in terms of class features that assist the rest of the team, worse. The wall spells in the spell list don't come into play until level 9, so you are basically a blaster until then with the exception of the protector eldritch cannon.
What makes you want to play artillerist?
My character is a gnome, and they typically aren't suited for melee combat.
I have a gnome in my current campaign that is a fighter. They can't use heavy weapons but they are very effective with their duel weilder set up. Stat wise, they arent much worse than a medium size race with str, dex, or con ASIs.
As an adventurer you are more likely to be atypical, than others. I wouldnt recommend letting such an assertion define your character.
I also wouldn't agonize too much about how well rounded a subclass is. More likely your weaknesses will be covered by other members of your party and vice versa.
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I meant in terms of utility. Is it any better or worse?
I would say in terms of class features that assist the rest of the team, worse. The wall spells in the spell list don't come into play until level 9, so you are basically a blaster until then with the exception of the protector eldritch cannon.
What makes you want to play artillerist?
I think your character’s choice should come first. What would they choose? What’s been your style of play with them so far?
But failing a clear character reason to choose, think about what role you play in the party or the party needs. Artillerist is the ranged blaster/AOE, Alchemist is support, Armorer is the tank/sneak, and Battlesmith is the striker/weapon user. Lots of nuance to each, of course.
Like a frequently stealthy party is helped by an Armorer using the infiltrator mode. Large parties (6+) often get more benefit from support characters. Artillerist synergizes well with other ranged party members with its THP cannon mode. Etc.
I chose Artillerist for my Artificer. The Protector Eldritch Cannon has been a godsend for survivability. I plan to get an All-Purpose Tool for the cantrip Shillaleigh, and I got permission from my DM to use a rod (Arcane Focus) as a Club, so I will cast Shillaleigh on the rod and use it as my Arcane Firearm when casting Green Flame Blade or Booming Blade. I also will put the Eldritch Cannon on a Homunculus (it has Str 4 so should be able to carry a tiny Eldritch Cannon) to be a flying Eldritch Cannon with Familiar benefits.
I honestly struggled with choosing the Artillerist over the Armorer and the Battle Smith. The extra infusions of the Armorer and the Arcane Armor stuff, and the Steel Defender and innate Int to-hit/damage of the Battle Smith were both very attractive, but I felt the versatility of the Artillerist better suited my vision for my character.
The Alchemist was never a consideration for me because I wanted my Artificer to be a front line support tank and the Alchemist seems more of a back line support caster/healer to me.
My character is a gnome, and they typically aren't suited for melee combat.
I have a gnome in my current campaign that is a fighter. They can't use heavy weapons but they are very effective with their duel weilder set up. Stat wise, they arent much worse than a medium size race with str, dex, or con ASIs.
As an adventurer you are more likely to be atypical, than others. I wouldnt recommend letting such an assertion define your character.
I also wouldn't agonize too much about how well rounded a subclass is. More likely your weaknesses will be covered by other members of your party and vice versa.