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Unearthed Arcana: The Artificer Class (5e) $0.00
Publisher: Wizards of the Coast
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by Jason H. [Verified Purchaser] Date Added: 06/18/2017 00:51:55

It's and interesting and flavorful class but ultimately one that is so fearful of its own potential that it falls short or actually doing anything worthwhile.

The core class despite some of the things it gets, surprisingly limited.

The selection of the magical items is poor and also sort of in a wierd order. Why a Handy Haversack is a higher level creation to the much more spacious bag of holding I cant say. There are several items on the list that have set charges and then stop working, or are highly situational.. overall the list is pretty lack luster. Its only until level 15 and 20, levels that rarely see play in most campaigns, that they get anything really. substantial.

Extra attunement doesn't mean a whole lot when the default 5e experience is one where magical items are not usually on sale, and are sparcely found. If the artificer came along with some enhanced rules for crafting items, which seems to be implied by how fast they churn them out, it might make up for the lack of attuned items to actually use and the overall weakness of the class.

The servant is.. semi useful. a CR 2 can't hurt a lot, nor can it take a lot of damage, and at a large size its going to likely become burdonsome for the party in some places and downright dangerous to have around in others. The rules dont say you can't get armor for it, the rules also dont say you can, so likely this thing is going to die in combat a lot.

The spell casting feature and spell selection is anemic. I realize this is due to fears that if they can put the spells into other items and give them out it will be too powerful. But with such a small selection and so few spell slots i can never see this being a worry.

The only nice thing on the core is the +1 to saves for every attuned item at level 20. And given you will likely never see level 20, it comes far too late to matter.

Alchemist Is overall a very deceptive and weak archetype. Upon seeing it I thought "oh awesome, i get sneak attack dice progression on attacks that auto hit, thats over powered really" In reality its pretty bad. Both fire and acid have save or suck mechanics, they save and you wasted your turn. Given how likely this is at lower levels, indeed even at level 10 with max int its not that great, more than likely you will spend your rounds with nothing meaninful to provide to the team. The healing drought is honestly the only good thing in this entire archetype and they limited it very harshly. A very small selection of discoveries, unfriendly save mechanics that would still see your under preforming in terms of damage with any class, and the slow gaining of new discoveries makes this a dead end archetype unless your just dipping 1 level into alchemist to get the healing.

Gunsmith is a little better, at least in terms of being able to do stuff. the gun itself is functional if loud and it does decent damage. It only really does one thing but it does it nicely enough to be useful, but overall is still very.. dissapointing.

This class desperately needs a boost in versitility and potency. As it stands only one archetype is really viable and only just. Alchemist will bring ery littl to the table and just screams the need for warlock like invocations to add potency and versitility. Overall it could stand to be moved to 1/2 spell progression at the minimum, better selection, and some form of crafting rules to provide more options or at least replacements for when you consume your consumables.



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Unearthed Arcana: The Artificer Class (5e)
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