We're all used to playing characters that have 'dead zones' in their progression where they get more HP with a new level but nothing else (7 and 11 for Bards, 3, 7 and 9 for Clerics etc.). However, the new Artificer Class is rapidly approaching my favorite because of the versatility of the class and the simple fact that you get new stuff almost every level! Take, for example, my new character designed for a game coming up this year. (Note: The DM has given me permission to make the character Small even though the normal size for Warforged is Medium).
Lvl 1: The new Warforged Artificer is born!
Lvl 2: Infusions
Lvl 3: Sub-class (I chose Battle Smith)
Lvl 4: Feat/ASI (I chose the Mounted Combatant Feat)
I'll add that at 13th level you get access to 4th level spells, which provides a big power bump especially for half-casters like the artificer. You really do get quite a bit at each level!
I'll add that at 13th level you get access to 4th level spells, which provides a big power bump especially for half-casters like the artificer. You really do get quite a bit at each level!
Yeah, I did not comment on the raising of spell levels. Thanks for the correction!
All the 'dead' levels for casters are points at which they gain a new tier of spellcasting. Wizards' development people very unambiguously believe that gaining a new tier of spells is just as important and impactful as gaining a new class feature. In some cases they're even right.
Artificer is the second best half-caster. Battle Smith is my favorite, one of my players right now is playing a warforged battle smith named Lucky Laughter, he has a really cool backstory that also ties into his abilities. I also really like the Artillerist as well, and am sad the Archivist didn't make it. Alchemist is my least favorite, which is disappointing because Alchemists are very important in D&D and real world history.
Artificers are quite powerful, Lucky is level 4 right now, his Steel Defender is snake shaped, named Slither, and though Steel Defender's don't last that long or do much damage, it is always nice to have.
I think Wizards of the Coast did a great job making the Artificer, it is my 3rd favorite class now.
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Please check out my homebrew, I would appreciate feedback:
I'm the opposite. I find levels 6-8 are lacking. I've gone armourer (which is fun with force fields and ability to replace missing limbs - roleplay related) but the new infusions, whilst great, nearly all need attunement at lvl 6 (I was going bag of holding, radiant weapon and repulsion shield - but the last two need attunement and I'm full with magic items already)
I find 6-8 gives very little then a massive boost at level 9! Great subclass ability and next level (3) spells.
I guess not having a feat in mind for 8 matters as otherwise would feel better.
And as a half caster, my INT wasn't top priority (14) so flash of genius is a bit naff (headband of intellect would be great except it's rare, attunement and for one ability...)
Seems expensive to raise INT as most of my spells buff, so no affected and none of my other abilities rely on INT.
I realise writing this, maybe the party should benefit from these items. But...I wanna buff myself!
If you have a full load of magic items blocking attunement by lvl 6 the campaign is pretty item-heavy. Since it's kind of a main feature of the Artificer I think the levels at which you get Infusions should be counted as big boosts.
For my Battle Smith Artificer I'm really happy not to have played level 1 and 2 - I wouldn't even have been able to wield my weapon(the DM gave us starting gold so I bought a heavy crossbow). In think that might be a problem of the Battle Smith though since it's the only subclass really using weapons a lot.
Artificer is the second best half-caster. Battle Smith is my favorite, one of my players right now is playing a warforged battle smith named Lucky Laughter, he has a really cool backstory that also ties into his abilities. I also really like the Artillerist as well, and am sad the Archivist didn't make it. Alchemist is my least favorite, which is disappointing because Alchemists are very important in D&D and real world history.
Artificers are quite powerful, Lucky is level 4 right now, his Steel Defender is snake shaped, named Slither, and though Steel Defender's don't last that long or do much damage, it is always nice to have.
I think Wizards of the Coast did a great job making the Artificer, it is my 3rd favorite class now.
If you can, get someone in the party to cast Sanctuary on the Steel Defender. Then have them perform the Help action. They're not attacking or casting, the Sanctuary makes them less of a target ad the Help action can be very handy!
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We're all used to playing characters that have 'dead zones' in their progression where they get more HP with a new level but nothing else (7 and 11 for Bards, 3, 7 and 9 for Clerics etc.). However, the new Artificer Class is rapidly approaching my favorite because of the versatility of the class and the simple fact that you get new stuff almost every level! Take, for example, my new character designed for a game coming up this year. (Note: The DM has given me permission to make the character Small even though the normal size for Warforged is Medium).
Lvl 1: The new Warforged Artificer is born!
Lvl 2: Infusions
Lvl 3: Sub-class (I chose Battle Smith)
Lvl 4: Feat/ASI (I chose the Mounted Combatant Feat)
Lvl 5: Additional Attack
Lvl 6: More Infusions and a Homunculus
Lvl 7: Flash of Genius
Lvl 8: Feat/ASI
Lvl 9: Arcane Jolt
Lvl 10: More Infusions
Lvl 11: Spell-storing item
Lvl 12: Feat/ASI
Lvl 13: The first level where I only get HP.
Is this awesome or what?
I'll add that at 13th level you get access to 4th level spells, which provides a big power bump especially for half-casters like the artificer. You really do get quite a bit at each level!
Partway through the quest for absolute truth.
Yeah, I did not comment on the raising of spell levels. Thanks for the correction!
All the 'dead' levels for casters are points at which they gain a new tier of spellcasting. Wizards' development people very unambiguously believe that gaining a new tier of spells is just as important and impactful as gaining a new class feature. In some cases they're even right.
Please do not contact or message me.
Artificer is the second best half-caster. Battle Smith is my favorite, one of my players right now is playing a warforged battle smith named Lucky Laughter, he has a really cool backstory that also ties into his abilities. I also really like the Artillerist as well, and am sad the Archivist didn't make it. Alchemist is my least favorite, which is disappointing because Alchemists are very important in D&D and real world history.
Artificers are quite powerful, Lucky is level 4 right now, his Steel Defender is snake shaped, named Slither, and though Steel Defender's don't last that long or do much damage, it is always nice to have.
I think Wizards of the Coast did a great job making the Artificer, it is my 3rd favorite class now.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I'm the opposite. I find levels 6-8 are lacking. I've gone armourer (which is fun with force fields and ability to replace missing limbs - roleplay related) but the new infusions, whilst great, nearly all need attunement at lvl 6 (I was going bag of holding, radiant weapon and repulsion shield - but the last two need attunement and I'm full with magic items already)
I find 6-8 gives very little then a massive boost at level 9! Great subclass ability and next level (3) spells.
I guess not having a feat in mind for 8 matters as otherwise would feel better.
And as a half caster, my INT wasn't top priority (14) so flash of genius is a bit naff (headband of intellect would be great except it's rare, attunement and for one ability...)
Seems expensive to raise INT as most of my spells buff, so no affected and none of my other abilities rely on INT.
I realise writing this, maybe the party should benefit from these items. But...I wanna buff myself!
If you have a full load of magic items blocking attunement by lvl 6 the campaign is pretty item-heavy. Since it's kind of a main feature of the Artificer I think the levels at which you get Infusions should be counted as big boosts.
For my Battle Smith Artificer I'm really happy not to have played level 1 and 2 - I wouldn't even have been able to wield my weapon(the DM gave us starting gold so I bought a heavy crossbow). In think that might be a problem of the Battle Smith though since it's the only subclass really using weapons a lot.
If you can, get someone in the party to cast Sanctuary on the Steel Defender. Then have them perform the Help action. They're not attacking or casting, the Sanctuary makes them less of a target ad the Help action can be very handy!