Artificer is Broken | Dungeons and Dragons 5e Guide

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Artificer 5e Guide for Dungeons and Dragons! Let's explore all the broken features and abilities that make the Artificer tick!

Wayfinder's Guide to Eberron has given us one of the greatest classes in all of DND 5e! And Tasha's Cauldron of Everything has only expanded on what Eberron offered with the new Armorer subclass joining the Artillerist, Alchemist, and Battle Smith!

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New episodes posted on Mondays along with various Dungeons and Dragons videos and content about printing and painting terrain in between! What other videos would you like to see?

Be sure to tell us what you think in the comments and please enjoy!

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artificers are indeed broken but you just shutdown what makes them broken (bag of holding combo). haha.

anyway yes a future video on infusions would be great. however, to set you apart from what's already out there, i'd rather you focus on the items from replicate magical item. no, not the ones on the table as that's been overdone already but the common magical items you can create of which we have a lot to choose from from the different sourcebooks. here's some of my favorites:

1. clockwork amulet-ensures an important attack hits.

2. ruby of the war mage-allows the artificer to go weapon and shield while casting spells without needing to have tools on hand or have the warcaster feat.

3. pot of awakening-who wouldn't want their own baby groot? combine with the artificer's magic stone and you have a decent sustained dmg option that consumes your bonus action once every 3 rounds.

4. spellwrought tattoo-an artificer's poor man's magical secrets giving them access to all 1st level spells and cantrips in the game for a limited times per day. great picks just for infusions known are the long duration ones that you can use and swap out before a long rest like goodberry and find familiar. also great for niche use spells like ceremony.

TheRobversion
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What I love about Artificer is how customizable it is. My Artificer is an assassin who turned his body into a living Swiss Army Knife. I basically took any spells and recontextualized as weapons. Long range spells=guns, healing spells=potions, AOE=makeshift grenades, etc.

alphared
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I wish that Artificer (especially the Alchemist) had access to the Dragon's Breath spell. Just imagine a character downing a glowing potion, and then gaining the ability to produce a breath weapon like a dragon. That would be awesome!

XanderMander
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I personally don't understand why most people feel like Artificers need to have a steampunk aesthetic (or why that's the default at least). In reading the class, there is no mention of tech-based inventions but there is mention of how they use magic and infuse magic into items etc. For me, they are clearly the blacksmiths and magic item makers of the world and don't need to be making robots or mechanisms (you determine how your steel defender or eldritch cannons look. They could just as well be rune-covered rocks).

All in all awesome video! I look forward to possible future videos on magic item crafting and maybe infusion options

emrys
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Confirmed use of magical tinkering in combat. I infused a coin with the sound of a trex we ran into and in a later encounter tossed the coin into a group of enemies. The DM being a good DM recognized the morale implication of a group of people suddenly hearing a trex roar directly behind them and made them roll to see if they would break and run, which they did. Granted this does require a DM that isn't just interested in making their encounters go the way they want. That type of DM would just ignore it and move on saying they were mildly startled but immediately went back to the fight or something.

dmdave
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I guess my problem with Artificer is that unlike other classes, artificer requires active conversations with the DM to accomplish some of what should be basic written functions in the class. Wizards don't need to do anything extra to learn fireball, so why does the artificer need the DM's permission, 200 days, and 60, 000gp to craft a necklace of fireballs?

MrSpeakerCone
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Randomly made a character in a party of 8 players 5 minutes before we started. Chose Kobold Artificer because I've never played either of those things. I've only played a small character once. Became the party leader by the end of the session somehow.
I'm kind of obsessed with learning how this class works, because at first glance it looks like its not great at anything, but as you go down the rabbit hole you see parallels to ranger, arcane trickster, paladin, and 4•ele•monk. By 7th level you're already starting to figure out neat tricks to do a ton of damage, massively turn the tides of battle with support, or completely peel a single mob while wittling it down with ranged attacks with your magic pistols.
I chose a build for flavor, and it turned out to be a bit of a power build, and I love finding new and ridiculous ways to make this class shine. If you are the type who loves to tinker and experiment with mechanics, this class can be immensely fun.

KevinMCable
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Playing an Artificer/Wizard now who already had proficiency in most tools. Basically a time tinkering mechanic. My DM recently gave me a magical "Universal Multitool" in the form of a screwdriver that can work with my ability to make any magical tool by becoming any tool I want on the spot. It also gives auto proficiency with whatever tool it becomes, and +1. Cool lil tinkering knicknack for on the spot creations inspiration.

Soriosh
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Aside from the ''bag of holding trick'' nothing is particulary broken in Artifcer. They are versatile, as they are good support, ok tank and can deal ok damage.

Milenos
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I must say, the production on this channel is phenomenal. Truly in a CLASS of its own.

mrysa
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Using a Warforged Artificer to create MegaMan was the highlight of my d&d experience. I chose Armorer and stayed primarily in infiltrator mode. Amazingly fun!

CyclopsWasRight
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My Favorite 1 Level Dip for Artificers is Genie Warlock. The flavor of a Warlock Artificer is really nice, and the vessel makes for an excellent workshop for your level 10 Artificer feature; it lets you craft on the go, maybe take the adventuring day off, let your steel defender fight in your sted, give all of your infusions to the defender so that it can be the partyficer for the day while you work.

speeddevil
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Artificers can EASILY fit into fantasy settings where wizards are. How? Alchemist is the easiest; potion master/crafter, magical chef, poison assassin, medicine man/shaman. Armorer is next, magical blacksmith, enchanter wizard specialty. Battle smith; magical blacksmith, golem magic specialist. Artillerist; wand maker, magic item crafter, and toy maker. Flavor is free!

generalrendar
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I just want to say that while I fulled respect the way you pronounce Artificer, it did nearly turn on my fight-or-flight response XD great video though; you brought up really nice points all around

hanbeihood
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In the campaign im currently in i play an artificer artillerist. To keep the steampunk vibes away from the high fantasy world its in i made him a pirate that manned the cannons and loves explosions, found a strange book he cant read, but found out writing the stuff on other things makes cool stuff happens. And more explosions

theFunkyThumb
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What I love about the Artificer is the versatility of the class, they really are like Iron Man. Given enough time you could probably create an item to help against a specific enemy, create or infuse items to help make up anything the party maybe lacking. Hell, even having more bodies on the board can be useful in that case of the artillerist, or the Battle Smith.

Personal favorite is probably to no one’s surprise, the Armorer. A combination of high AC, a great spell list, and the sheer versatility of its armors makes it useful in any number of ways.

rotzy
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Greetings from Brazil!
Artifecers are simply overpowered!
Excellent video!

caiovcf
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Winged Boots should definitely be a notable mention for infusions.

GrrumpyPants
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Currently playing a Armorer right now as a brawler/offtank, really enjoying it so far :D

Cheers from Brazil, let's keep the dice rolling!

luispmoraes
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On the idea of a reflavored artificer, mY first one we were playing SKT and I was a half-elf raised by a dwarf who was a magic item smugler, grew up with the criminal background and the constant contact with magical artifacts, aligned with the natural inclination for magic made it one of my favorite characters to role play, having a cowboy han solo vibe. And it was VERY broken!

victorcast