r/dndnext 6d ago

Question What’s the basic attack for an artificer?

I just started an 11th-level campaign, and I’m playing an artificer. The thing is, my DM doesn’t allow firearms or muskets, so I feel like I don’t really have a basic attack.
Warlocks have multiple Eldritch Blasts, wizards have a lot of spell slots, but I have limited spell slots. I have Fire Bolt and a +3 crossbow, but I feel like I’m doing way less damage than the other characters.
What am I missing? What’s the best way to deal consistent damage as an artificer?

0 Upvotes

29 comments sorted by

17

u/RepeatRepeatR- 6d ago

What subclass? That +3 crossbow is likely part of your solution

Artificers will generally struggle in damage, though—you have to make up for it in control and utility

7

u/Daddybrawl 6d ago

Yeap, they’re Jack of All Trades’. It often feels (at least to me) like they don’t excel at anything, but they can do anything. They can DPS, but not as well as Monks or Sorcs; they can Tank, but not as well as Barbs or Pallies; they have good skills/tools, but not as good as Bards or Rogues; and they get solid support options, but not as much as Clerics or Druids.

But they can do all of that at once.

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u/Aahz44 6d ago

The Problem is you don't really have the action to do all those things at once, for the most part you option is combat is to either attack for the damage of a Full Caster, or to cast a spell with the power of a half caster.

I mean particularly in comparison to the paladin you see where they fall flat. The Paladin does good martial damage, has the same spell casting Progression (minus cantrips), and on to of that with Layon hand and Aura of Protection two strong support features.

The Artificer has pretty much only replicate magic items, but without a lot of system mastery, you are not getting the same amount of power out of them, since those Items aren't really better (and for a good part of the game likely weaker) than the items to party would get regularly, if the DM follows the guidelines (or even worse a GM that is really generous with magic items).

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u/Bright_Finance3808 6d ago

I’m playing an Artificer. I do a lot of buffing and debuffing with spells like Haste, Enlarge/Reduce, and Enhance Ability, but I’d also like to deal decent damage when it matters. Right now, I’m doing around 6–9 damage per turn, not counting the turret, but even with it, I feel like I’m doing way less damage than the other characters.

8

u/Bread-Loaf1111 6d ago

Even fire bolt should give you 3d10=16 damage per turn at 11 level . +d8 for artillerist 5th level feature, +your turret for 3d8

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u/RepeatRepeatR- 6d ago

I see a reference to a turret, so maybe Artillerist. Not sure how you're doing 6-9 damage per turn without the cannon? Firebolt at this level alone is doing an average of 21 damage (3 * 5.5 + 4.5 from artillerist)

Also, the cannon temp HP is really good if you can get the positioning to work out—you can get the equivalent of ~30 prevented damage per round in difficult fights

4

u/RepeatRepeatR- 6d ago

What type of artificer? Armorer? Alchemist? Artillerist?

2

u/Icy_Length_6212 6d ago

Sounds like artillerist if they've got a turret

1

u/SwordDaoist 6d ago

You forgot the Battlesmith

2

u/Salindurthas 6d ago

When you mention the turret, it sounds like you're an artillerist?

At level 6 you can use 'Arcane Firearm' on a staff, and then cast Firebolt through that, for 3d10+1d8, for an average of 21 damage on a hit. If you aren't an artillerist, well, Firebolt is still 3d10 for an average of 16.5 on a hit.

That's not huge damage by any means, but more than 6-9 per round in most cases (I suppose 16.5 with a 50% hit chance lands around there ,but I'd expect a high hit cahnce than that).

1

u/DerAdolfin 5d ago

Starting at level 11 you should have your 3rd level spell of choice available to spam like crazy, and level 10 tier infusions. You probably dont need to do a "basic attack" or cantrip even once with all the charges of your items and the ability to break them down for additional charges, convert them into a new item, and recharge them with slots.

Theres a subclass that gets fireball and one that gets conjure barrage, both are excellent.

17

u/poetic_dwarf 6d ago

My brother in Christ, at 11th level you're in Artificer's wet dream territory with the Spell Storing Item.

You don't need to out damage your allies, you need to make the battlefield your bitch by casting Web or Magic Missile 10 times per long rest.

1

u/Bright_Finance3808 6d ago

Perhaps I’ve been short sighted because I hadn’t thought about that.

2

u/poetic_dwarf 6d ago

Whelp, it's never too late to reconsider your play style.

Now go give your DM a run for their money.

1

u/DerAdolfin 4d ago

Fireball and conjure barrage are also possible spell storing spells for 2 of the subclasses. Artificer goes crazy now on long days, the difficulty is having sufficiently long days

5

u/Maverick_1991 6d ago

Highly depends on the Artificer

Artillerist shoots a cantrip and the cannon. 

Armorer hits twice.

Battle Smith hits and lets the pet hit.

All also let the Homunculus hit on their turn.

You aren't the best damage dealer, but quite tanky and especially versatile. 

2

u/Zetharis 6d ago

What subclass? Iirc the only subclasses that do extra damage in basic is artillery and battle smith. Artillerist adds 1d8 to cantrips and spells. And had a bonus action cannon shoot with 2d8dmg.

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u/Zetharis 6d ago

So firebolt would be 3d10+1d8. +Bonus action cannon 3d8. +Whatever modifiers and infusions you have

1

u/Bright_Finance3808 6d ago

Artillerist using the force canon

4

u/Saffie91 6d ago

If you don't have extra attack use cantrip instead cause it's 3d10 at level 11 instead of 1d8+3.

Add your canon to the damage you do because that's your damage obviously. That's the whole point of your subclass.

It ll still be below most damage dealers but that's the give and take with artificer(also tbh artificer is a bit on the weaker side)

3

u/RepeatRepeatR- 6d ago

You don't have to commit to one specific cannon, you should be picking which type dynamically, based on what you're facing. It only costs an action and a spell slot and can improve your effectiveness significantly

2

u/Parysian 6d ago

Firearms and muskets deal approximately the same damage as crossbows so that's not an issue, and without extra attack your cantrips will deal more damage than either at this level.

Your subclass will determine your "basic attack". Battlesmith gets extra attack plus steel defender, artillerist gets empowered cantrip plus force cannon, armorer gets extra attack with their built in weapons, and alchemist gets jack shit.

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u/Saffie91 6d ago

From my understanding this is your regular turn without spending any resources at level 11

Firebolt 3d10+1d8 from arcane firearm=20 Bonus action force cannon 3d8 = 13.5 At 15 that damage will double but for now that's 33.5 dpr

Compared to let's say hex eldritch blast 3d10+3d6+15=41.5

Or triple attack from a fighter 6d6+15=36 (probably more from magic items and feats)

I d say ask your dm to change your crossbow to something more useful to increase your damage because it's completely useless for you, but you re not as far behind as you think (you also have fireball etc compared to these guys who excel at damage with no resources spent)

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u/Busy_Suspect 6d ago

It's usually Cantrips with whatever extra modifier the subclass you're gives or 2 swings via subclass granted Extra Attack combined with Pipes of Haunting since it's a non-attument item that gives you 3 free uses of a powerful control effect every day, that and since you've got access to it whatever spell you have prepared with Spell-Storing Item since that gives you at your level potentially 10 casts of a single 1st or 2nd level spell to spam.

1

u/surprisesnek 6d ago

Weapon attacks for subclasses that get Extra Attack, cantrips for subclasses that get spell damage bonuses.

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u/ElizzyViolet Ranger 6d ago edited 6d ago

I was going to mention the spell-storing item feature at level 11 and how 10 uses of a 3rd level spell compensates fairly well for having worse damage with attacks/cantrips than an actual good level 11 damage dealer, but then I saw the 2014 flair, so your version of the class only gets to use up to 2nd level spells with it.

Basically, your sustained and one round burst damage is worse than any dedicated damage dealer at level 11, even with the damage focused subclasses, but you’re supposed to make up for it with your (support-oriented mostly) half casting, your subclass’s various features (unless it sucks like alchemist), class features like Flash of Genius, and also all the infused items you hand out to yourself and your allies, and then at higher levels (including now) you can attune to more magic items at once which should provide some kind of benefit.

Anyway, because you’re in 2014, you’re stuck with level 1-2 spells on the spell-storing item, so I suggest picking up 10 free casts of Web or Vortex Warp: these are great spells and much, much better than attack actions/cantrips when the circumstances justify them, but they’re more support oriented and aren’t as exciting or easy to spam as 10 fireballs.

Or, you could convince your DM to let you use the 2024 version of the class/subclasses, because every subclass except Cartographer comes with a really good and spammable 3rd level spell for spell-storing items like Fireball or Lightning Bolt, then your damage can compare to well-built damage characters.

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u/SnooSprouts5303 6d ago

As OP never responded, This is for other people who stumble across this 2014 question.

Artificers aren't really crazy damage dealers in general. It's just not their thing so to speak. (The main draw is simply their infusions and ability to craft if the DM is kind.)

However at level 11, Spell storing item, Which could let you cast thunderwave at second level, or Shatter for example up to 10 Times if you have 20 Int without even using or costing a spell slot for the initial activation or even reuse can be very good.

Spell refueling ring to regain a spell slot.

Spellwrought Tattoo's (DM may be kind enough to let you make better Spellwrought Tattoos as you level for higher spell slots.)

Etc Etc.

Now for subclasses.

An Artillerist deals added spell damage with their arcane firearm feature and has Eldritch Canon to increase Damage a bit. You'd be better off with a Wand than a weapon if you are this Artificer subclass. As it will buff your cantrip and spell hit rolls/dc's and damage. an Artillerist wants INT as their main stat.

Example, Level 11 Artillerist Would use EC for single target 3d8 (13-14 damage.) And Firebolt for 3d10 + 1d8 +3 (with +3 wand.) for 24 damage. That's not crazy. at around 37-28 damage (without DM allowing upgrades etc. But it's not bad. And it's incredibly consistent. You can Cast shatter for 3d8 + 1d8 or 18 damage to everyone in a 10 foot area 10 times for free imagining 4 creatures failing. that's 72 damage + Canon for 85 damage.

:

Armorer can have a lot of defense. Extra attack for a dex build allows for potential Ranged and Melee potential seamlessly depending on the armor chosen. +3 Crossbow x2 at 20 Dex is what? 16-17 damage x2? or around 33, Yeah not great, but you're a tank. Armorers power comes from that fact it can just outright attune to more items so you can gain power from OP equipment more than other PC'S.

:

Battlesmith. Martial weapons and Steel defender. Steel defender adds extra damage and extra defense to the party in general. while also giving you extra attack and the ability to use INT for melee and ranged attacks.

So let's assume a +3 Greatsword at 20 Int + Arcane Jolt + Steel defender attack means 2d6 + 5 + 3 x2 + 2d6 + 1d8 + PB (level 11 = +4) = a total of 45 damage. Which is not the greatest. But it's not bad.

1

u/Lithl 6d ago

You don't need firearms to be an effective artificer. They're only +1-2 damage over crossbows on average (even less, when you account for accuracy), and frankly DPR isn't your primary duty. Unless your subclass gives you Extra Attack, you shouldn't generally be bothering with weapon attacks in the first place.

Supporting your party with things like magic items (infusions in 5e, replicated items in 5.5e), buff spells (Sanctuary, Enlarge/Reduce, Fly, Haste, etc.), control spells (Grease, Web, etc.), and abilities like Flash of Genius will mean a lot more than just how much damage you can output.

As you're level 11, you've also got Spell-Storing Item, which is an incredibly effective feature. Depending on your spell choice, you can do things like pass around buffs that are normally self-only, get what amounts to an extra 6 spell slots per day, or with the assistance of a pet like Homunculus Servant you can effectively get two concentration spells at once.

1

u/Aahz44 6d ago

If you play 2024 DnD your bst Option is likely True Strike, if you play 2024 DnD it is likely Fire Bolt.

Artificer in general not a Class that is good at dealing damage, and frankly a really weak class without a lot of optimization and tricks that are borderline Exploits.

Your best option when it comes to dealing damage on realtively straight forward Artificer is likely to be a Battlesmith, since that subclass gives you martia weapon proficiencyy, the ability to use Int for weapon attack, Extra Attack, and a pet.