I have just gotten access to Ravenloft: Horrors Within and I am pretty excited about the options available. However, one thing worries me. The Artificer.
I know of the Eberron: Forge of the Artificer supplement, but I am not really interested in getting it, as there is nothing else in the book that interests me.
So, my question is, will the Artificer from TCoE work, even with everything else being 5.5e?
You'll have to set the rulesets you want to use in the character builder (assuming DnD Beyond)
Character Preferences Sources (select these ones) 5.5e Core Rules - Character options from the 5.5e Player’s Handbook, Dungeon Master’s Guide, Monster Manual, and D&D Beyond Basic Rules. 5.5e Expanded Rules - Character options from supplementary sourcebooks beyond the 5.5e Core Rules. 5e Expanded Rules - Character options from supplementary sourcebooks such as Tasha’s Cauldron of Everything and Xanathar’s Guide to Everything, that are beyond the 5e Core Rules.
Next tab
Choose a Class Then deselect the core 5.5e Core Rules classes and choose the 5e Expanded Rules classes, and choose Artificer from tasha's
Sorry - too feeble for screenshots and DDB is destroying any6 attempt to edit the formatting on this post FFS
Completely agreed. My problem was that we use D&D Beyond (and especially the app) for character management and sheets, so I would have been in trouble if I only had the 5e artificer from TCoE and someone wanted to play a Reanimator ...
Oh I know how to set it up in D&D Beyond. I was wondering if the 5e artificer would fall short somehow if everything else was 5.5e.
Having played both, each has different advantages. Tasha's is arguably more powerful in the back half, being able to craft magic items like a 3D printer, and straight up ignoring attunement restrictions on most items. Look at the Cleric and Warlock restricted items; there's some good combos there. Also the fact that you're spell list is a smattering of every spell list, you inherently help fill a gap in any party line up. In one of my current games, we lack a primary healer. So a lot of my time is providing Support and deploying potions to mitigate damage, and heal as best as I can manage. When half your party are reckless martials, and the other half reckless spell casters, theres no shortage of things I need to manage.
5.5e is far more flexible at lower levels, the replicate rules are much easier as they outright create the item, and the new level 6 abilities eases the spell slot problem by recharging magic items with good spells/effects loaded, or consuming spent items for an extra spell slot. The draw back is that you have fewer replicated items active, and fewer reserve plans; but thats offset by being able to morph them into other items without needing a long rest. The changes to Subclasses are a mixed bag though. For example, Artillerist's Cannon went from 3 distinct types, to a choice of one of 3 effects per turn. While Armorer had its magic item integration rules changed, limiting its ability to stack things, and heavily limiting its access to +3 items.
The Tasha's/early Artificer class is perfectly viable, and is more easily exploited in specific circumstances. When they fixed it for the new Eberron book, they sanded it down the edge cases in order to justify more front loaded utility. But one of the core factors remains unchanged..... Artificer's power scales inversely with the setting's access to magic/magic items, and how your DM handles item crafting. If they don't handle crafting rules well, the Artificer is going to struggle. But if magic items are inherently scarce in the setting, you represent a massive power and versatility bump to the party.
But I think the biggest benefit for 5.5e Artificer is that they're now being given 'some' attention moving forward, which has been helping their limited spell list. Older versions of Artificer were seriously stuck, since few (if any) expanded or 3rd party resource book were tagging them in their spell lists.
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I have just gotten access to Ravenloft: Horrors Within and I am pretty excited about the options available. However, one thing worries me. The Artificer.
I have access to the Artificer class from Tasha Cauldron of Everything, but will this suffice?
I know of the Eberron: Forge of the Artificer supplement, but I am not really interested in getting it, as there is nothing else in the book that interests me.
So, my question is, will the Artificer from TCoE work, even with everything else being 5.5e?
You'll have to set the rulesets you want to use in the character builder (assuming DnD Beyond)
Character Preferences
Sources
(select these ones)
5.5e Core Rules - Character options from the 5.5e Player’s Handbook, Dungeon Master’s Guide, Monster Manual, and D&D Beyond Basic Rules.
5.5e Expanded Rules - Character options from supplementary sourcebooks beyond the 5.5e Core Rules.
5e Expanded Rules - Character options from supplementary sourcebooks such as Tasha’s Cauldron of Everything and Xanathar’s Guide to Everything, that are beyond the 5e Core Rules.
Next tab
Choose a Class
Then deselect the core 5.5e Core Rules classes and choose the 5e Expanded Rules classes, and choose Artificer from tasha's
Sorry - too feeble for screenshots and DDB is destroying any6 attempt to edit the formatting on this post FFS
Life's hard - get a helmet!
Oh I know how to set it up in D&D Beyond. I was wondering if the 5e artificer would fall short somehow if everything else was 5.5e.
I missed that the 5.5e Artificer was actually included with the R:THW on D&D Beyond, so this is not an issue at all.
All good then.
Pro's and cons to 5e and 5.5e versions, ultimately it is what you make it and shouldn't "fall short" if you have fun.
Life's hard - get a helmet!
Completely agreed. My problem was that we use D&D Beyond (and especially the app) for character management and sheets, so I would have been in trouble if I only had the 5e artificer from TCoE and someone wanted to play a Reanimator ...
Fortunately it turned out to be a non-issue.
Having played both, each has different advantages. Tasha's is arguably more powerful in the back half, being able to craft magic items like a 3D printer, and straight up ignoring attunement restrictions on most items. Look at the Cleric and Warlock restricted items; there's some good combos there. Also the fact that you're spell list is a smattering of every spell list, you inherently help fill a gap in any party line up. In one of my current games, we lack a primary healer. So a lot of my time is providing Support and deploying potions to mitigate damage, and heal as best as I can manage. When half your party are reckless martials, and the other half reckless spell casters, theres no shortage of things I need to manage.
5.5e is far more flexible at lower levels, the replicate rules are much easier as they outright create the item, and the new level 6 abilities eases the spell slot problem by recharging magic items with good spells/effects loaded, or consuming spent items for an extra spell slot. The draw back is that you have fewer replicated items active, and fewer reserve plans; but thats offset by being able to morph them into other items without needing a long rest. The changes to Subclasses are a mixed bag though. For example, Artillerist's Cannon went from 3 distinct types, to a choice of one of 3 effects per turn. While Armorer had its magic item integration rules changed, limiting its ability to stack things, and heavily limiting its access to +3 items.
The Tasha's/early Artificer class is perfectly viable, and is more easily exploited in specific circumstances. When they fixed it for the new Eberron book, they sanded it down the edge cases in order to justify more front loaded utility. But one of the core factors remains unchanged..... Artificer's power scales inversely with the setting's access to magic/magic items, and how your DM handles item crafting. If they don't handle crafting rules well, the Artificer is going to struggle. But if magic items are inherently scarce in the setting, you represent a massive power and versatility bump to the party.
But I think the biggest benefit for 5.5e Artificer is that they're now being given 'some' attention moving forward, which has been helping their limited spell list. Older versions of Artificer were seriously stuck, since few (if any) expanded or 3rd party resource book were tagging them in their spell lists.