A bold claim I know but I have proof to back it up. At level 14 the Artificer gains access to rare wondrous magic items. One of those items is the Helm of Teleportation. It allows the user to cast the 7th level spell Teleport three times. Already we can cast 7th level spells more times than the wizard at the same level.
But wait because it is going to get so much more crazy as I explain that the Artificer can cast teleport 33 times a day at level 14.
The level six Artificer feature is Magic Item Tinker. It allows an Artificer to swap, recycle, and charge their replicated magic items. In this case the ability charge magic item allows an Artificer to use spell slots to replace charges on a magic item they replicated that uses charges. A level one spell slot creates one charge, a level two spell slot creates two charges, a level three spell slot creates three charges and so on and so forth. A magic item with charges can’t get more charges than what they started with so level four and five spell slots only gives three charges on a helm of teleportation. At level 14 the artificer has 4 level one spell slots, 3 level twos, 3 level threes, and 1 level four slot. This creates a total of 22 extra charges in the helm. Then using a spell restoring ring you get a third level spell slot back. Then using transmute magic item swap the ring for another helm of teleportation for three more charges. Then after using those charges use drain magic item on the extra helm to get a level 2 spell slot back. In the morning replicate the spell refueling ring and do it all over again. This creates a total of 33 charges for the Helm of Teleportation at level 14. At level 20 it is a total 45 times you can cast teleport, a seventh level spell.
Now you’re probably wondering in what scenario would I want to cast teleport port 33 times a day. How about a siege? Imagine the local king is at war with a powerful necromancer who has the king’s castle under siege with an army of the undead. You teleport in and offer to teleport his civilians to safety and to teleport in soldiers of ally kingdoms. The soldiers can be carrying in supplies to keep the supply lines going. You can teleport 136 civilians out and teleport in 128 soldiers and day and vice versa.
Or imagine a npc who is a level 20 artificer who no longer adventures but instead has become a transport mogul who uses multiple helms and employees to teleport people around the world for a ton of profit. Your players could use him to get across the world if they get ahold of enough gold.
Or imagine that at the end of the day of traveling you can literally drop your fellow adventurers at their individual homes and then pick them up in the morning and teleport back to where you left. Who needs Tiny Hut or Mordenkainen’s Magnificent Mansion when you can end your day in your literal bed?
And you might even be able take even more depending on how your DM rules on if people in a portable hole count for the spell. The portable hole is also a rare wondrous item and you can change one of your old item plans to it as well as get the helm plans as your number of item plans goes up at level 14. The inside of a portable hole is a separate demiplane so it might not count people and objects inside. If they do count toward the person limit you can use it to transport things like blocks of ice to desert towns or fresh fruit to a snow village.
Finally if you’re going to do this plan ahead. Around level 12 or 13 start collecting linked items from each interesting or useful place you go to. The linked item can just be a rock off the ground or a pressed flower in a book. The linked item only last for six months so don’t forget to replace them when you do get a Helm. Also it would be a good practice to draw a sketch of each location you visit in a book so that even you don’t have a recent linked item you can still get the Very Familiar level when you cast the spell.
But the best part of this is that you get to brag to the wizard that you can cast more spells than him, and that is just priceless.
"Each item you create must be based on a different plan you know."
So you can't make a spare helm of teleportation. And the title of "can cast 7th level spells more times than a wizard" is also inaccurate. can cast teleport more times I totally concur.
Of course, a wizard of that level can also make a Helm of Teleportation... and other magic items, including pretty much anything an artificer can make... so a comparison that uses magic items to achieve, isn't really accurate since the wizard could just do the same thing to come out on top again.
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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.
Of course, a wizard of that level can also make a Helm of Teleportation... and other magic items, including pretty much anything an artificer can make... so a comparison that uses magic items to achieve, isn't really accurate since the wizard could just do the same thing to come out on top again.
An artificer can make a helm of teleportation at 14th level in a day with replicate magic item. A wizard can make a helm of teleportation in 50 days for 2000 gp that has 3 charges. The artificer replicated helm of teleportation also starts with 3 charges but the artificer can recharge that helm of teleportation using low level spells with the magic item tinker abilities gained at 6th level to out teleport that same wizard many, many times at such a lower investment to make said item.
Being able to cast teleport with a 1st level spell slot easily surpassed that wizard example.
Artificers can use and recharge a cube of force too that way.
The wizard does not necessarily come out on top. The trick is in finding items on the magic plans list that use charges so that the artificer can leverage that 6rh level ability.
Teleporting is cool and all and artificers doing this trick can make some serious coin as uber drivers type thing. But if I was going into the badlands I'd rather go with someone who can bring the heat than just bug out. It's a one trick pony just focusing on teleport.
Wand of Fireballs recharging that with 1st level spells has some mileage too. So not discounting the usefulness, but it's about more than teleport.
Unfortunately the Wand of Fireballs is in the "Wand" category not the "Wondrous Item" category, meaning that an Artificer cannot replicate a Wand of Fireballs RAW, which means that the Charge Magic Item feature of Magic Item Tinker doesn't apply as that only affects the Artificer's replicated magic items.
The Necklace of Fireballs is a Wondrous Item, albeit it's one that doesn't use the word "Charge" for it's limited uses (that don't recharge naturally) so technically also doesn't interact with Charge Magic Item, RAW.
They really like to put safety rails on Artificer features to an often annoying degree. It's part of what makes the Helm of Teleportation so notable, it's one of the few that's not kept locked away in the tallest cabinet along with the medicine or the toxic cleaning supplies. Granted, considering how people reacted to Artificers being capable of replicating Enspelled Armor and Weapons, we're frankly lucky they left the Wondrous Item category open at all.
"Each item you create must be based on a different plan you know."
So you can't make a spare helm of teleportation. And the title of "can cast 7th level spells more times than a wizard" is also inaccurate. can cast teleport more times I totally concur.
Life's hard - get a helmet!
This is fascinating, but I think I'd rather go for the spellcasting ability of a Wizard.
Of course, a wizard of that level can also make a Helm of Teleportation... and other magic items, including pretty much anything an artificer can make... so a comparison that uses magic items to achieve, isn't really accurate since the wizard could just do the same thing to come out on top again.
Playing D&D since 1982
Have played every version of the game since Basic (original Red Box Set), except that abomination sometimes called 4e.
An artificer can make a helm of teleportation at 14th level in a day with replicate magic item. A wizard can make a helm of teleportation in 50 days for 2000 gp that has 3 charges. The artificer replicated helm of teleportation also starts with 3 charges but the artificer can recharge that helm of teleportation using low level spells with the magic item tinker abilities gained at 6th level to out teleport that same wizard many, many times at such a lower investment to make said item.
Being able to cast teleport with a 1st level spell slot easily surpassed that wizard example.
Artificers can use and recharge a cube of force too that way.
The wizard does not necessarily come out on top. The trick is in finding items on the magic plans list that use charges so that the artificer can leverage that 6rh level ability.
Teleporting is cool and all and artificers doing this trick can make some serious coin as uber drivers type thing. But if I was going into the badlands I'd rather go with someone who can bring the heat than just bug out. It's a one trick pony just focusing on teleport.
Wand of Fireballs recharging that with 1st level spells has some mileage too. So not discounting the usefulness, but it's about more than teleport.
Life's hard - get a helmet!
Unfortunately the Wand of Fireballs is in the "Wand" category not the "Wondrous Item" category, meaning that an Artificer cannot replicate a Wand of Fireballs RAW, which means that the Charge Magic Item feature of Magic Item Tinker doesn't apply as that only affects the Artificer's replicated magic items.
The Necklace of Fireballs is a Wondrous Item, albeit it's one that doesn't use the word "Charge" for it's limited uses (that don't recharge naturally) so technically also doesn't interact with Charge Magic Item, RAW.
They really like to put safety rails on Artificer features to an often annoying degree. It's part of what makes the Helm of Teleportation so notable, it's one of the few that's not kept locked away in the tallest cabinet along with the medicine or the toxic cleaning supplies. Granted, considering how people reacted to Artificers being capable of replicating Enspelled Armor and Weapons, we're frankly lucky they left the Wondrous Item category open at all.