The summary of ‘Artificer is Broken | Dungeons and Dragons 5e Guide’

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The video provides an in-depth exploration of the Artificer class in Dungeons & Dragons 5e, focusing on their origins, abilities, spellcasting mechanics, subclass options (Alchemist, Armorer, and Artillerist), and various support capabilities. Key points include the importance of intelligence, crafting magic items, and subclass-specific abilities. The video outlines the Artificer's progression through levels, emphasizing their versatility within a party setting. Mentioned locations or terms include Eberron. The speaker encourages viewers to engage with the content and hints at future discussions on artificer builds.

00:00:00

In this segment of the video, the focus is on the class of Artificers in D&D 5e. Artificers are described as inventors, crafters, and scientists who use ingenuity and magic to create remarkable objects. They may not fit into every campaign setting, originally coming from the world of Eberron. It is suggested to check with the Dungeon Master regarding suitability in different campaign worlds. The Artificer’s stats should prioritize a high intelligence score, followed by constitution and dexterity. Other stats like wisdom, charisma, and strength are also important, depending on the build. Artificers have a d8 hit die, proficiency in armor, weapons, tools, and a choice of artisan’s tools.

00:03:00

In this segment of the video, the speaker discusses the benefits of proficiency in Constitution and Intelligence saving throws for maintaining concentration and combating psionic abilities. Artificers gain proficiency in two skills from a selection including Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand. They are also proficient with firearms, subject to setting approval. Upon reaching first level, artificers unlock the magical tinkering ability, allowing them to imbue non-magical objects with various effects. This feature is primarily for fun and flavor, offering creative possibilities like selling glowing rocks or etching a paladin’s oath into a blade. The video also delves into artificers’ spellcasting mechanics, being an Intelligence-based half-caster with spell preparation based on Intelligence modifier and half artificer level. Artificers have access to spells from their list and can change prepared spells after a long rest, with restrictions on cantrip changes. The speaker introduces a chart detailing spell slots and known cantrips, hinting at further information to be covered at level 2.

00:06:00

In this segment of the video, the focus is on the artificer’s specific abilities starting to come online. The artificer can infuse non-magical items with powerful effects, choosing four infusions and having two active at a time. Notable options include a bag of holding, +1 weapons, and armor that can become +2. The video warns against using the bag of holding within another bag of holding. Additionally, there are discussions on notable spells like firebolt, mending, and guidance, as well as the importance of party composition. Level 3 introduces the ability to create artisan’s tools and choose an artificer specialty, such as the alchemist with a focus on potion-making.

00:09:00

In this segment of the video, three artificer subclasses are discussed: the Alchemist, the Armorer, and the Artillerist.

The Alchemist subclass focuses on a mix of abilities for supporting allies and dealing damage to enemies using toxic concoctions and experimental elixirs.

The Armorer subclass allows you to enchant and wear various types of armor, access a powerful spell list, customize your armor model, and use your intelligence modifier for weapon attacks and damage rolls.

The Artillerist subclass utilizes an eldritch cannon for magical attacks and support, offers a unique combat style of positioning and remotely operating the cannon, and allows you to detonate the cannon when needed.

Overall, these artificer subclasses provide diverse gameplay options and strategic advantages in combat scenarios.

00:12:00

In this segment of the video, the speaker discusses the support options available in the presented build, which combines protector and medic roles on the battlefield. Players receive a steel defender companion and access to an expanded artificer spell list with various support and offensive spells. The subclass also offers offensive abilities like extra attack, arcane jolt, and the option to use intelligence modifier for attacks with magic weapons. The video highlights the importance of increasing intelligence for this build and suggests possible feats and ability score improvements. Additionally, the speaker explains the tool expertise gained at level six and the flash of genius ability at level seven, which allows adding intelligence modifier to ability checks or saving throws for other creatures within 30 feet. The speaker praises the flash of genius feature and emphasizes its usefulness. Further progression in the video discusses the magic item adept ability acquired at 10th level.

00:15:00

In this segment of the video, it is discussed that an artificer can craft magic items, with the ability to craft up to 4 items at once, reducing the time and cost for common or uncommon items. The artificer’s feature of Spell Storing Item allows storing first or second level spells in a weapon or item for others to use. Intelligence modifier determines the number of uses. There is flexibility in passing the item among allies. The stored spell can be used without requiring material components, making it a potent ability. Additional recommended spells for an artificer include Heat Metal, Enlarge/Reduce, Invisibility, and combat spells like Blink, Haste, and more.

00:18:00

In this segment of the video, it is highlighted that as an artificer, your options will depend on your build and subclass choice. At the 14th level, you become a magic item savant and can attune to 5 magic items, ignoring requirements. Later at level 18, your attunement slots increase to 6 items, allowing you to attune to almost any magic item and potentially craft your own with time and resources. The capstone ability at 20th level gives a +1 bonus to saving throws per magic item you’re attuned to and allows you to save yourself from dropping to zero hit points by using an artificer infusion. The uniqueness of the artificer class in terms of versatility within a party context is emphasized. The video encourages liking, subscribing, and mentions future content on artificer builds.

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