Hi. So, I've been browsing the Artificer and all of its features, and it's safe to say that the class definitely strong and fun to play as. However, one thing I've failed to grasp are the roles of each subclass, and how they would benefit parties in different types of situations. Could you please help and explain to me the roles of each subclass, and how they would most benefit a balanced party?
Alchemist is generally support + healing Artillerist is blasting and some battlefield control and protecting the other ranged folks with wall spells and turret emplacements Battlesmith is melee protection...kind of a paladin. Buffing, having the pet, heavy armor, etc.
So, the Alchemist could be able to fill the role of the usual healer, like the LIfe Cleric?
Artillerist is control + support? Hm, I´m always good at those kinds of roles, so I may pick that subclass as my choice. That kind of combination usually could make somewhat of a Tank, but I´ll be fine with that!
Battlesmith sounds like a better Beastmaster, which is great, because the Beastmaster is weird for me.
Artillerist is a ranged blaster, with support as a secondary function. They get access to most Wall spells, their eldritch cannon has an option to pulse temp HP, and at later levels, your party can get partial cover by being within 30ft of one of your turrets. The support is ultimately limited because you are a half caster and spell slots are a precious commodity.
Oh, so it´s more of a blaster, with some defensive options. Hmm, in that case, I may have to go Alchemist. What are some defining features of that subclass?
The alchemist makes potions, but as per the rules, they are a bit awkward to use whilst in combat. The alchemist is better for out of combat stuff. So in short, its a bit clunky around level 3 and 4, but as soon as you reach level 5, you start feeling a lot better. That's cause you get bonuses to healing and certain types of damage. The spell list of the alchemist gives you Healing Word (great) and some damaging acid spells which get a bonus at level 5.
When I play an artificer, I feel like my infusions are the most important thing to my character since they're the main choices you have to make. So you'd want to look at giving infusions to your teammates to buff them, or keep it for yourself to give yourself more utility. Just be warned that Enhance Arcane Focus doesn't synergise with alchemist supplies (required to get bonuses to healing and damage). Don't forget you also get access to all the magic items in xanathars which give a lot of interesting options.
Yeah, I wouldn't recommend Alchemist. You make potions at random, and can expend spell slots to make potions, not random, and they're a full action to drink, and none of their abilities seem up to par with the other subclasses. If your DM allows UA you could try the Armorer.
Battle Smith is my favorite subclass, it's kind of like if a Paladin was a Beast Master that uses Intelligence for everything. You are good at healing, your Steel Defender will basically never die, and it gives disadvantage on attack rolls as a reaction to your enemies.
Artillerist is also good. Blasty, with a bit of protection.
If you want to be support, I'd recommend Battle Smith.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Oh my holy Jesus, Battle Smith sounds better than I originally thought it was! I’m beginning to think me reading it was just a Dream.....but in all seriousness, yeah, it sounds crazy strong! Imma pick it! Thank you all very much for this!
Also, if your DM allows guns, you can be crazy powerful with them, if you get the Repeating Shot infusion.
Although, if your DM counts firearms as separate from martial or simple weapons (so your fighter doesn't acquire dual pistols or something) than repeating shot infusion could not be applied to firearms.
Hi. So, I've been browsing the Artificer and all of its features, and it's safe to say that the class definitely strong and fun to play as. However, one thing I've failed to grasp are the roles of each subclass, and how they would benefit parties in different types of situations. Could you please help and explain to me the roles of each subclass, and how they would most benefit a balanced party?
Thank you in advance!
Alchemist is generally support + healing
Artillerist is blasting and some battlefield control and protecting the other ranged folks with wall spells and turret emplacements
Battlesmith is melee protection...kind of a paladin. Buffing, having the pet, heavy armor, etc.
So, the Alchemist could be able to fill the role of the usual healer, like the LIfe Cleric?
Artillerist is control + support? Hm, I´m always good at those kinds of roles, so I may pick that subclass as my choice. That kind of combination usually could make somewhat of a Tank, but I´ll be fine with that!
Battlesmith sounds like a better Beastmaster, which is great, because the Beastmaster is weird for me.
Artillerist is a ranged blaster, with support as a secondary function. They get access to most Wall spells, their eldritch cannon has an option to pulse temp HP, and at later levels, your party can get partial cover by being within 30ft of one of your turrets. The support is ultimately limited because you are a half caster and spell slots are a precious commodity.
Oh, so it´s more of a blaster, with some defensive options. Hmm, in that case, I may have to go Alchemist. What are some defining features of that subclass?
The alchemist makes potions, but as per the rules, they are a bit awkward to use whilst in combat. The alchemist is better for out of combat stuff. So in short, its a bit clunky around level 3 and 4, but as soon as you reach level 5, you start feeling a lot better. That's cause you get bonuses to healing and certain types of damage. The spell list of the alchemist gives you Healing Word (great) and some damaging acid spells which get a bonus at level 5.
When I play an artificer, I feel like my infusions are the most important thing to my character since they're the main choices you have to make. So you'd want to look at giving infusions to your teammates to buff them, or keep it for yourself to give yourself more utility. Just be warned that Enhance Arcane Focus doesn't synergise with alchemist supplies (required to get bonuses to healing and damage). Don't forget you also get access to all the magic items in xanathars which give a lot of interesting options.
Yeah, I wouldn't recommend Alchemist. You make potions at random, and can expend spell slots to make potions, not random, and they're a full action to drink, and none of their abilities seem up to par with the other subclasses. If your DM allows UA you could try the Armorer.
Battle Smith is my favorite subclass, it's kind of like if a Paladin was a Beast Master that uses Intelligence for everything. You are good at healing, your Steel Defender will basically never die, and it gives disadvantage on attack rolls as a reaction to your enemies.
Artillerist is also good. Blasty, with a bit of protection.
If you want to be support, I'd recommend Battle Smith.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Oh my holy Jesus, Battle Smith sounds better than I originally thought it was! I’m beginning to think me reading it was just a Dream.....but in all seriousness, yeah, it sounds crazy strong! Imma pick it! Thank you all very much for this!
Thank you all!
No problem. (YES! I won!)
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Also, if your DM allows guns, you can be crazy powerful with them, if you get the Repeating Shot infusion.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Although, if your DM counts firearms as separate from martial or simple weapons (so your fighter doesn't acquire dual pistols or something) than repeating shot infusion could not be applied to firearms.
In the DMG they count as simple/martial weapons.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms