The thing is, I've read Tasha cauldron of everything, and the ability to use your intelligence bonus to help peoples rolls up to the number of the modifier seems a bit broken, I mean, bards have bardic inspiration but its more random with the roll. A guaranteed +5 or +4 can be a little broken and many checks can be saved against by this difference. It takes the fun out of the uncertainty of if the roll goes your way and save you, instead, it's just, here, have plus five. The way that, if you have high intelligence, you're so strong. Also the ability to have multiple magic items just by being high level compared to something like the rogue subclass that you have to choose from another one, is crazy that you just get this ability. Five magic items that you can be attuned to can be so broken if you get synergies between items. I still have fun with the class, but I always feel like I'm stronger than other members of my party throughout and that they rely on me. I don't want to be the strong main character, I just want to help my other members.
I think it's funny how different the perception is of Artificer power - with some saying it's underpowered and some over. When you create the whole character, and add in racial traits and feats, the artificers you make can really be quite different. It will depend somewhat on the campaign and the party, but I love playing Artificers. The high armor class and the variety of spell options makes for a character that is very flexible and potentially pretty sturdy in combat. If you are running with Int +4 you've got some pretty good attacks as well. I love that I can adapt mine to really fit with the rest of the party.
The magic items you get, and the attunement bonuses, are in compensation for being a half caster, (or 2/3 caster if you like). You are of course able to give them away if you feel strong compared to the rest of your party.
You don't say what subclass you're playing but with a homunculus or steel defender you can be a huge help to your rogue by giving them sneak attack. Just park them with the Rogue, and tell your friend to dodge. And since a low level rogue can be squishy, having a friend there lets you cast Cure Wounds through them to help keep them up if they're hit. If you want to be more of a support character, you can use your actions and abilities to help them shine instead of optimizing for Damage Per Round with each turn.
I have seen quite a few of the 2014 Artificers played (Armorer, Alchemist, and Battlesmith). I have not seen any of the 2024 versions (yet). As such I can only speak towards the 2014 versions, and yes, overall, they are overpowered. Armorer and Battlesmith more than Alchemist. I suspect that is why they made changes to the tinkering.
The ability to make magic items, attune to more of them than anyone else, while still getting good armor, extra attack, and spellcasting - they were overpowered.
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Playing D&D since 1982
Have played every version of the game since Basic (original Red Box Set), except that abomination sometimes called 4e.
Artificers have never been overpowered and they, in some ways, are diminished now in 2024, particularly in regard to actually crafting items. Their class mechanics revolve around supporting the party via items, but these buffs often are restricted by attunement mechanic. Often players of other classes evaluate Artificers without that context, solely in terms of the utility they bring to themselves if they hoard the items without considering the magic items they are shut out from because of that shared mechanic.
If you are playing with default amounts of magic items, the Artificer is fine and the increased number of attunement slots prevents their class mechanisms from overly restricting magic item use. In campaigns with a drought of magic items, they may appear stronger and weaker if magic items are overly abundant.
Artificers can do some surprising things but will forever fall behind full casters in terms of power.
"The thing is, I've read Tasha cauldron of everything, and the ability to use your intelligence bonus to help peoples rolls up to the number of the modifier seems a bit broken,"
I assume you mean level 7 "flash of genius".
"When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll. You can use this feature a number of times equal to your Intelligence modifier"
Compare and contrast to a paladin level 6 aura of protection: "You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier"
Artificer gets to help 4 or 5 times per long rest, and only one reaction per turn.
A paladin gets to help everyone within 10 feet, all the time, even all at once.
An artificers flash of genius pales in comparison to a paladin aura of protrction
It isn't that any one ability is more than others get, it is the sum of all of their abilities that become more than any others get. They basically get the best of all worlds. Make their own magic items, own twice as many as any others can, still get good armor, and Extra Attack - oh, did I mention they are also spellcasters.
In the 2014 campaign I currently play in, the artificer (artillerist) basically got dominated (that's the short version). Everyone was 6th or 7th level. The artificer brought the Druid (stars)/Sorcerer, Fighter/Rogue, and Paladin to low single digits hps; and the Rogue (Swashbuckler) and Rogue (Swashbuckler)/Fighter to half their hp before we finally brought him down (only after running him out of spellslots for Shield atop his Blur spell and armor).
I understand that 5e isn't balanced to PvP, but no one PC in a 20 x 20 room should be able to nearly wipe out 5 other PCs of equal level. I would rather have fought a dominated barbarian than a dominated artillerist. He had magic armor, magic weapon, and an AoE magic item (non-damaging but debilitating). He also had Extra Attack and his artillerist abilities. Blur, shield, getting blasted with AoE spells or taking multiple attacks - he nearly wiped out the entire party.
That is just ONE example. I have seen many 2014 artificers played, and they are overpowered as a class.
Artificers are the single most banned class in the game. Many don't allow them because of their steampunk-ish feel, others because they take the best portions of several other classes and combine them into a single class with no drawbacks to balance them.
It isn't that any one ability is more than others get, it is the sum of all of their abilities that become more than any others get. They basically get the best of all worlds. Make their own magic items
Their class features are making magic items. Instead of Action Surge, Invocations, Channel Divinities, etc.
Most Artificers only get Medium armor. One specific medium armor can get beastly (Serpent Scale Armor) if you have a solid Dexterity. Only Armorers get Heavy armor proficiency.
Half-spellcasters. Their spells will fall behind a full spellcaster. Their spells are akin to Paladins and Rangers but they don't have any Artificer only spells (in 2014, in 2024 they have one).
I understand that 5e isn't balanced to PvP, but no one PC in a 20 x 20 room should be able to nearly wipe out 5 other PCs of equal level
These two are not compatible statements. Characters support themselves and the group in different ways. Artificers support their groups by handing out magic items. And note that at level 7, they can only attune the normal number of magic items. It's not until level 10 that they can attune 4. Now, you took all that support potential and piled it onto one character who probably manipulated the number of magic items by choosing what did and did not require attunement. It's like complaining that Bards are OP and hit too easily because you once played in a free-for-all and the Bard kept using Bardic Inspiration to hit you.
No, you've set up an edge case that is not representative of normal, intended gameplay and the experience within that edge case can be ignored.
He also had Extra Attack and his artillerist abilities.
I don't know what to tell you. Artillerists don't get Extra Attack. Did they actually take the Attack action and attack twice? That's not possible with a 7th level character that has the Artillerist Subclass; the earliest you could do that would be Artillerist 3, Fighter 5. Artillerists can activate their Eldritch Cannon as a Bonus Action. Were you thinking of that?
I don't know if you misunderstood what happened or if that particular Artificer was not a valid build, but it does not appear to be a useful example.
Blur, shield, getting blasted with AoE spells or taking multiple attacks - he nearly wiped out the entire party.
How were you letting them set up AoEs that didn't include them in the area? Also, did the single semi-full caster not have counterspell? At level 7, they would have 4 level 1 slots and 3 level slots.
Artificers are the single most banned class in the game. Many don't allow them because of their steampunk-ish feel, others because they take the best portions of several other classes and combine them into a single class with no drawbacks to balance them.
I have never heard of an Artificer being banned for reason other than the assumption that they are steampunk and don't fit D&D (which is not true).
I was mistaken when I said he had Extra Attack when referring to this artillerist, it was Action and Bonus Action (the Battlesmith and Armorers i've seen had the extra attack, I confused them in this telling) - and no, the Druid/Sorcerer did not have Counterspell or any other 3rd level spells due to multi-classing. As for the AoE, they were 15' cubes, cones, and 10' spheres - all easily placed in a 20x20 room where the caster is in the corner. Yes, people tried grappling to pull him out of the corner, no it wasn't successful. All of our attacks were at disadvantage due to the Blur spell, and he used his reaction to cast Shield each round. His high AC + Shield Spell + Blur meant most needed a 19 or 20 on the die to hit him (at disadvantage). Besides the artillerist, the only person in the group with a magic weapon was my Swashbuckler/Fighter (who had a magic crossbow).
We play low magic campaigns, which meant most people in the group only had 1 or 2 magic items and were limited by what we 'found', whereas the artificer not only had the found items, but also the ones they chose to make which was another advantage they had because it meant they could choose items that synergied well with their abilities, skills, and spells.
We play low magic campaigns, which meant most people in the group only had 1 or 2 magic items and were limited by what we 'found', whereas the artificer not only had the found items, but also the ones they chose to make which was another advantage they had because it meant they could choose items that synergied well with their abilities, skills, and spells.
Artificers will be relatively strong in low magic item games. They are balanced against the default magic item progressions and will feel weaker in campaigns with more magic items than normal. We are currently playing a game where due to "reasons" the level 4 Artificer hasn't had a chance to replicate magic items yet and so it is like missing a level's worth of class features.
These are both anomalies and should not be used for evaluating the class. If you are done with the PvP though, the Artillerist can be an excellent resource for the party in a low magic game.
Artificers can have very high AC and a high attack modifier, if that's the build choice. They're vulnerable on strength saving throws and checks, typically.
Yes an artificer can make magic items. This is the tradeoff for not having a lot of spell slots or high level spells. The items they can choose from are actually quite limited - they can't make anything they want. They can pick a limited number of plans from what is a pretty limited list below level 10. At level 6-7 you know 5 plans and can have 3 of those items up. Unless you're an armorer, one of them probably has to be your spellcasting focus, so in your hand.
(I'm not sure what your 10' sphere AOE attack was from an artillerist.)
It sounds to me like your Artillerist was very cleverly played and lucky as well. Disadvantage isn't going to keep you alive when you have 3-6 attacks per round on you, and if he was casting a spell + shield every round he must have run through most if not all of his spell slots. The tight space is fine for the cannon but it's not great for the character who is probably designed for range. I've pretty carefully designed my artillerist to have options in melee which mostly come from his feats and inventory rather than his artificer features.
I do love playing artificers and I think they can be very effective. I love the versatility that lets me adapt to the party I'm in - that's the role I like to play, party glue. I don't think they're overpowered or underpowered, but I think they do really reward a player who thinks tactically and who has enough knowledge (like if the encounter was planned before the long rest) to flex for the situation.
Yes an artificer can make magic items. This is the tradeoff for not having a lot of spell slots or high level spells. The items they can choose from are actually quite limited - they can't make anything they want. They can pick a limited number of plans from what is a pretty limited list below level 10. At level 6-7 you know 5 plans and can have 3 of those items up. Unless you're an armorer, one of them probably has to be your spellcasting focus, so in your hand.
Any infused item is a Spellcasting Focus for an Artificer. This could be an infused +1 Shield. It could also be the Arcane Firearm which adds 1D8 to the spell damage. With an AoE, it will be a bonus against everyone. With a multi-attack spell (such as Eldritch Blast or Scorching Ray), it will apply to just one target.
(I'm not sure what your 10' sphere AOE attack was from an artillerist.)
Shatter. 4D8 AoE when cast through the Arcane Firearm.
Acid Splash, Sword Burst, or Thunderclap if they didn't get Cantrips from somewhere else, like a +x All-Purpose Tool. AoE Cantrip as an Action, Bonus Action Flamethrower, Reaction Shield. After the initial setup with Blur, the damage has decent sustain. If the Eldritch Cannon was a creature that performed its function with a Reaction, you could disable it. Instead, it an object with chunky HP and high AC. Probably no one brought a portable hole or bag of holding to battlefield remove it. Hmm. Can you sit on it to prevent it from moving.
It sounds to me like your Artillerist was very cleverly played and lucky as well. Disadvantage isn't going to keep you alive when you have 3-6 attacks per round on you, and if he was casting a spell + shield every round he must have run through most if not all of his spell slots.
Not only that, but what options did the other players have for gaining advantage which would have cancelled out the disadvantage. I think the low magic and the fact that the pure spellcaster was multiclassed had a large impact on the performance here.
I'm pretty sure artificers are also intended to spread their infusions out among the party, so if they were all hoarded then that might have contributed to the imbalance.
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Any sufficiently widespread magic is indistinguishable from technology.
The second funniest thing to make a D&D party do is explain morality
I'm pretty sure artificers are also intended to spread their infusions out among the party, so if they were all hoarded then that might have contributed to the imbalance.
Generally, it's more effective to spread it around, but there are some cases where hoarding is more applicable. I've seen hoarding recommended for the Battle Smith, probably so they can ensure access to a variety of magic weapons. This may be less necessary with the revised Artificer.
I'm pretty sure artificers are also intended to spread their infusions out among the party, so if they were all hoarded then that might have contributed to the imbalance.
.... Maybe? Im not sure what was "intended" but at low levels, artificers can barely keep up. When they get their subclass, they usually can do a bit more damage. And they get extra attack at 5.
But theyre a half caster, so not much coming there. And they have to max their INT so, their other stats end up lagging elsewhere. So it feels like they need their magic items to keep up.
And at higher levels, their magic item replication peaks at "rare" items at level... 14? Iirc. By that point, the party should be acquiring very rare items. And the artificer magic items feel like a "stop gap" to fill anything missing.
I think it would be better if the number of plans was maybe doubled. Keep the number created the same, but let the artificer choose a few more plans, and on a long rest, they can switch out which ones they create.
I think it would be better if the number of plans was maybe doubled. Keep the number created the same, but let the artificer choose a few more plans, and on a long rest, they can switch out which ones they create.
Unfortunately, that was something they reduced for some bizarre reason from 5.14 to 5.24. They gave them more to do with the plans they knew - transmute item is great when you have lots of plan options you aren't using - but then cut the plans known by about 33% at level 20. Every time the number of plans known, goes up, it goes up by 1 instead of 2, locking you into only knowing 2 plans more than you can replicate. Combined with the granularity of the plans and that transmute item will often require you to use a different plan, it makes no sense.
I'm pretty sure artificers are also intended to spread their infusions out among the party, so if they were all hoarded then that might have contributed to the imbalance.
It's really difficult to do this and still be effective as a character. Levels 2-5 you can only make two items - and one of them probably needs to be in your hand as a spellcasting focus. For example, I often play it as a weapon or shield and a bag of holding. The bag of holding might benefit the whole party, of course.
If it's intended that the items be handed out, the artificer needs to be able to make more. Could be done with a restriction that some have to be given away.
As noted, in a low magic campaign the items may seem especially valuable. In a high magic campaign though, the artificer's base items may not keep up with loot or shop items. At this point, it can even be a disadvantage, because you've only got your replicated +1 sword (which you need to cast your magic), but Jeffy the Bold has a +1 sword of fire magic that does an additional 1d4 of fire damage every time it swings, which is something an artificer can't even make.
At this point, it can even be a disadvantage, because you've only got your replicated +1 sword (which you need to cast your magic), but Jeffy the Bold has a +1 sword of fire magic that does an additional 1d4 of fire damage every time it swings, which is something an artificer can't even make.
That depends. Late game Artificers can resort to one of their tools as a spellcasting focus, a +x All-purpose Tool is an amazing option. Craft or buy a Ruby of the War Mage if you are going to use weapons, it's cheap and transferable. They can afford to keep 1 item and hand out 5. A Ring of Protection never really goes out of style and, if replicated, can be a spellcasting focus starting at level 14. Subclasses have additional options and perks. Battle Smiths can use any weapon they are proficient with as a spellcasting focus. Armorers can use their Arcane Armor as a spellcasting focus. Artillerists can use their Arcane Firearm as a spellcasting focus and doing so increases the damage dealt. Alchemists get bonuses when using Alchemist's Supplies as a spellcasting focus.
Also, while I am not aware of a +1 weapon that deals +1d4 flame damage and where that would fit in terms of rarity, a Flame Tongue (available to replicate at level 14) will usually out DPS it despite the higher accuracy of the +1 weapon.
The thing is, I've read Tasha cauldron of everything, and the ability to use your intelligence bonus to help peoples rolls up to the number of the modifier seems a bit broken, I mean, bards have bardic inspiration but its more random with the roll. A guaranteed +5 or +4 can be a little broken and many checks can be saved against by this difference. It takes the fun out of the uncertainty of if the roll goes your way and save you, instead, it's just, here, have plus five. The way that, if you have high intelligence, you're so strong. Also the ability to have multiple magic items just by being high level compared to something like the rogue subclass that you have to choose from another one, is crazy that you just get this ability. Five magic items that you can be attuned to can be so broken if you get synergies between items. I still have fun with the class, but I always feel like I'm stronger than other members of my party throughout and that they rely on me. I don't want to be the strong main character, I just want to help my other members.
I voted.
Sorry if it tips the scales.
I think it's funny how different the perception is of Artificer power - with some saying it's underpowered and some over. When you create the whole character, and add in racial traits and feats, the artificers you make can really be quite different. It will depend somewhat on the campaign and the party, but I love playing Artificers. The high armor class and the variety of spell options makes for a character that is very flexible and potentially pretty sturdy in combat. If you are running with Int +4 you've got some pretty good attacks as well. I love that I can adapt mine to really fit with the rest of the party.
The magic items you get, and the attunement bonuses, are in compensation for being a half caster, (or 2/3 caster if you like). You are of course able to give them away if you feel strong compared to the rest of your party.
You don't say what subclass you're playing but with a homunculus or steel defender you can be a huge help to your rogue by giving them sneak attack. Just park them with the Rogue, and tell your friend to dodge. And since a low level rogue can be squishy, having a friend there lets you cast Cure Wounds through them to help keep them up if they're hit. If you want to be more of a support character, you can use your actions and abilities to help them shine instead of optimizing for Damage Per Round with each turn.
I have seen quite a few of the 2014 Artificers played (Armorer, Alchemist, and Battlesmith). I have not seen any of the 2024 versions (yet). As such I can only speak towards the 2014 versions, and yes, overall, they are overpowered. Armorer and Battlesmith more than Alchemist. I suspect that is why they made changes to the tinkering.
The ability to make magic items, attune to more of them than anyone else, while still getting good armor, extra attack, and spellcasting - they were overpowered.
Playing D&D since 1982
Have played every version of the game since Basic (original Red Box Set), except that abomination sometimes called 4e.
Artificers have never been overpowered and they, in some ways, are diminished now in 2024, particularly in regard to actually crafting items. Their class mechanics revolve around supporting the party via items, but these buffs often are restricted by attunement mechanic. Often players of other classes evaluate Artificers without that context, solely in terms of the utility they bring to themselves if they hoard the items without considering the magic items they are shut out from because of that shared mechanic.
If you are playing with default amounts of magic items, the Artificer is fine and the increased number of attunement slots prevents their class mechanisms from overly restricting magic item use. In campaigns with a drought of magic items, they may appear stronger and weaker if magic items are overly abundant.
Artificers can do some surprising things but will forever fall behind full casters in terms of power.
How to add Tooltips.
My houserulings.
"The thing is, I've read Tasha cauldron of everything, and the ability to use your intelligence bonus to help peoples rolls up to the number of the modifier seems a bit broken,"
I assume you mean level 7 "flash of genius".
"When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll. You can use this feature a number of times equal to your Intelligence modifier"
Compare and contrast to a paladin level 6 aura of protection: "You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier"
Artificer gets to help 4 or 5 times per long rest, and only one reaction per turn.
A paladin gets to help everyone within 10 feet, all the time, even all at once.
An artificers flash of genius pales in comparison to a paladin aura of protrction
It isn't that any one ability is more than others get, it is the sum of all of their abilities that become more than any others get. They basically get the best of all worlds. Make their own magic items, own twice as many as any others can, still get good armor, and Extra Attack - oh, did I mention they are also spellcasters.
In the 2014 campaign I currently play in, the artificer (artillerist) basically got dominated (that's the short version). Everyone was 6th or 7th level. The artificer brought the Druid (stars)/Sorcerer, Fighter/Rogue, and Paladin to low single digits hps; and the Rogue (Swashbuckler) and Rogue (Swashbuckler)/Fighter to half their hp before we finally brought him down (only after running him out of spellslots for Shield atop his Blur spell and armor).
I understand that 5e isn't balanced to PvP, but no one PC in a 20 x 20 room should be able to nearly wipe out 5 other PCs of equal level. I would rather have fought a dominated barbarian than a dominated artillerist. He had magic armor, magic weapon, and an AoE magic item (non-damaging but debilitating). He also had Extra Attack and his artillerist abilities. Blur, shield, getting blasted with AoE spells or taking multiple attacks - he nearly wiped out the entire party.
That is just ONE example. I have seen many 2014 artificers played, and they are overpowered as a class.
Artificers are the single most banned class in the game. Many don't allow them because of their steampunk-ish feel, others because they take the best portions of several other classes and combine them into a single class with no drawbacks to balance them.
Playing D&D since 1982
Have played every version of the game since Basic (original Red Box Set), except that abomination sometimes called 4e.
Their class features are making magic items. Instead of Action Surge, Invocations, Channel Divinities, etc.
They can benefit from their own class features without sacrificing the ability to use normal magic items.
Most Artificers only get Medium armor. One specific medium armor can get beastly (Serpent Scale Armor) if you have a solid Dexterity. Only Armorers get Heavy armor proficiency.
Only 2 out of 5 subclasses get Extra Attack. The Artificer in general does not.
Half-spellcasters. Their spells will fall behind a full spellcaster. Their spells are akin to Paladins and Rangers but they don't have any Artificer only spells (in 2014, in 2024 they have one).
These two are not compatible statements. Characters support themselves and the group in different ways. Artificers support their groups by handing out magic items. And note that at level 7, they can only attune the normal number of magic items. It's not until level 10 that they can attune 4. Now, you took all that support potential and piled it onto one character who probably manipulated the number of magic items by choosing what did and did not require attunement. It's like complaining that Bards are OP and hit too easily because you once played in a free-for-all and the Bard kept using Bardic Inspiration to hit you.
No, you've set up an edge case that is not representative of normal, intended gameplay and the experience within that edge case can be ignored.
I don't know what to tell you. Artillerists don't get Extra Attack. Did they actually take the Attack action and attack twice? That's not possible with a 7th level character that has the Artillerist Subclass; the earliest you could do that would be Artillerist 3, Fighter 5. Artillerists can activate their Eldritch Cannon as a Bonus Action. Were you thinking of that?
I don't know if you misunderstood what happened or if that particular Artificer was not a valid build, but it does not appear to be a useful example.
How were you letting them set up AoEs that didn't include them in the area? Also, did the single semi-full caster not have counterspell? At level 7, they would have 4 level 1 slots and 3 level slots.
I have never heard of an Artificer being banned for reason other than the assumption that they are steampunk and don't fit D&D (which is not true).
How to add Tooltips.
My houserulings.
"Make their own magic items,"
Meh. Their magic item replication go up to "rare" at level 14. DMG suggests awarding rare magic items atarting at level4
I was mistaken when I said he had Extra Attack when referring to this artillerist, it was Action and Bonus Action (the Battlesmith and Armorers i've seen had the extra attack, I confused them in this telling) - and no, the Druid/Sorcerer did not have Counterspell or any other 3rd level spells due to multi-classing. As for the AoE, they were 15' cubes, cones, and 10' spheres - all easily placed in a 20x20 room where the caster is in the corner. Yes, people tried grappling to pull him out of the corner, no it wasn't successful. All of our attacks were at disadvantage due to the Blur spell, and he used his reaction to cast Shield each round. His high AC + Shield Spell + Blur meant most needed a 19 or 20 on the die to hit him (at disadvantage). Besides the artillerist, the only person in the group with a magic weapon was my Swashbuckler/Fighter (who had a magic crossbow).
We play low magic campaigns, which meant most people in the group only had 1 or 2 magic items and were limited by what we 'found', whereas the artificer not only had the found items, but also the ones they chose to make which was another advantage they had because it meant they could choose items that synergied well with their abilities, skills, and spells.
Playing D&D since 1982
Have played every version of the game since Basic (original Red Box Set), except that abomination sometimes called 4e.
Artificers will be relatively strong in low magic item games. They are balanced against the default magic item progressions and will feel weaker in campaigns with more magic items than normal. We are currently playing a game where due to "reasons" the level 4 Artificer hasn't had a chance to replicate magic items yet and so it is like missing a level's worth of class features.
These are both anomalies and should not be used for evaluating the class. If you are done with the PvP though, the Artillerist can be an excellent resource for the party in a low magic game.
How to add Tooltips.
My houserulings.
Artificers can have very high AC and a high attack modifier, if that's the build choice. They're vulnerable on strength saving throws and checks, typically.
Yes an artificer can make magic items. This is the tradeoff for not having a lot of spell slots or high level spells. The items they can choose from are actually quite limited - they can't make anything they want. They can pick a limited number of plans from what is a pretty limited list below level 10. At level 6-7 you know 5 plans and can have 3 of those items up. Unless you're an armorer, one of them probably has to be your spellcasting focus, so in your hand.
(I'm not sure what your 10' sphere AOE attack was from an artillerist.)
It sounds to me like your Artillerist was very cleverly played and lucky as well. Disadvantage isn't going to keep you alive when you have 3-6 attacks per round on you, and if he was casting a spell + shield every round he must have run through most if not all of his spell slots. The tight space is fine for the cannon but it's not great for the character who is probably designed for range. I've pretty carefully designed my artillerist to have options in melee which mostly come from his feats and inventory rather than his artificer features.
I do love playing artificers and I think they can be very effective. I love the versatility that lets me adapt to the party I'm in - that's the role I like to play, party glue. I don't think they're overpowered or underpowered, but I think they do really reward a player who thinks tactically and who has enough knowledge (like if the encounter was planned before the long rest) to flex for the situation.
Any infused item is a Spellcasting Focus for an Artificer. This could be an infused +1 Shield. It could also be the Arcane Firearm which adds 1D8 to the spell damage. With an AoE, it will be a bonus against everyone. With a multi-attack spell (such as Eldritch Blast or Scorching Ray), it will apply to just one target.
Shatter. 4D8 AoE when cast through the Arcane Firearm.
Acid Splash, Sword Burst, or Thunderclap if they didn't get Cantrips from somewhere else, like a +x All-Purpose Tool. AoE Cantrip as an Action, Bonus Action Flamethrower, Reaction Shield. After the initial setup with Blur, the damage has decent sustain. If the Eldritch Cannon was a creature that performed its function with a Reaction, you could disable it. Instead, it an object with chunky HP and high AC. Probably no one brought a portable hole or bag of holding to battlefield remove it. Hmm. Can you sit on it to prevent it from moving.
Not only that, but what options did the other players have for gaining advantage which would have cancelled out the disadvantage. I think the low magic and the fact that the pure spellcaster was multiclassed had a large impact on the performance here.
Also, was grappling not an option?
How to add Tooltips.
My houserulings.
"We play low magic campaigns,"
The one setting artificers will feel powerful even at lower levels.
I'm pretty sure artificers are also intended to spread their infusions out among the party, so if they were all hoarded then that might have contributed to the imbalance.
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Generally, it's more effective to spread it around, but there are some cases where hoarding is more applicable. I've seen hoarding recommended for the Battle Smith, probably so they can ensure access to a variety of magic weapons. This may be less necessary with the revised Artificer.
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.... Maybe? Im not sure what was "intended" but at low levels, artificers can barely keep up. When they get their subclass, they usually can do a bit more damage. And they get extra attack at 5.
But theyre a half caster, so not much coming there. And they have to max their INT so, their other stats end up lagging elsewhere. So it feels like they need their magic items to keep up.
And at higher levels, their magic item replication peaks at "rare" items at level... 14? Iirc. By that point, the party should be acquiring very rare items. And the artificer magic items feel like a "stop gap" to fill anything missing.
I think it would be better if the number of plans was maybe doubled. Keep the number created the same, but let the artificer choose a few more plans, and on a long rest, they can switch out which ones they create.
Unfortunately, that was something they reduced for some bizarre reason from 5.14 to 5.24. They gave them more to do with the plans they knew - transmute item is great when you have lots of plan options you aren't using - but then cut the plans known by about 33% at level 20. Every time the number of plans known, goes up, it goes up by 1 instead of 2, locking you into only knowing 2 plans more than you can replicate. Combined with the granularity of the plans and that transmute item will often require you to use a different plan, it makes no sense.
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It's really difficult to do this and still be effective as a character. Levels 2-5 you can only make two items - and one of them probably needs to be in your hand as a spellcasting focus. For example, I often play it as a weapon or shield and a bag of holding. The bag of holding might benefit the whole party, of course.
If it's intended that the items be handed out, the artificer needs to be able to make more. Could be done with a restriction that some have to be given away.
As noted, in a low magic campaign the items may seem especially valuable. In a high magic campaign though, the artificer's base items may not keep up with loot or shop items. At this point, it can even be a disadvantage, because you've only got your replicated +1 sword (which you need to cast your magic), but Jeffy the Bold has a +1 sword of fire magic that does an additional 1d4 of fire damage every time it swings, which is something an artificer can't even make.
That depends. Late game Artificers can resort to one of their tools as a spellcasting focus, a +x All-purpose Tool is an amazing option. Craft or buy a Ruby of the War Mage if you are going to use weapons, it's cheap and transferable. They can afford to keep 1 item and hand out 5. A Ring of Protection never really goes out of style and, if replicated, can be a spellcasting focus starting at level 14. Subclasses have additional options and perks. Battle Smiths can use any weapon they are proficient with as a spellcasting focus. Armorers can use their Arcane Armor as a spellcasting focus. Artillerists can use their Arcane Firearm as a spellcasting focus and doing so increases the damage dealt. Alchemists get bonuses when using Alchemist's Supplies as a spellcasting focus.
Also, while I am not aware of a +1 weapon that deals +1d4 flame damage and where that would fit in terms of rarity, a Flame Tongue (available to replicate at level 14) will usually out DPS it despite the higher accuracy of the +1 weapon.
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