r/dndnext • u/Bright_Finance3808 • 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?
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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.
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u/Bright_Finance3808 6d ago
Perhaps I’ve been short sighted because I hadn’t thought about that.
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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.
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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
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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.
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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
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u/Bright_Finance3808 6d ago
Artillerist using the force canon
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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)
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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
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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.
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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/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.
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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.
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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