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You didn't read the same Artificer that I just read.

The magic weapon thing is weak as hell. First, you get that feature at level 6, high enough that it's an okay bonus, but far from strong. Second, you can only enchant a single item at a time (or, in the case of ammunition, 20 pieces of ammo) and the enchantment only lasts 8 hours. Third, you give up a spell slot for the "privilege" of creating that weak enchantment. It requires a minimum of a level 3 slot for a +1 weapon or a level 5 slot for +1 armor. That slot could have been spent on pretty much anything else and have a greater effect.

As for potions and scrolls, you're not actually gaining anything. The best that you're getting is the ability to kind of fill in as a healer by sacrificing spell slots for potions of healing. I suppose it's an alright option if your group lacks a divine caster or bard, but it isn't exactly something to get excited about. Scrolls allow you to cast more spells up front, but don't actually give you access to any more per day. You lose your Arcane Recovery slots while those scrolls are still "active". Remember that scrolls are only usable if the spell is on your list. Arcane Tricksters and Eldritch Knights won't be getting access to spells that they don't already know and Use Magic Device isn't a skill anymore. It's a feature available to the Thief, a non-spellcasting class that can't make use of scrolls anyway.

Basically, the most powerful feature that the artificer has is the ability to make basic healing potions that your party can probably just buy anyway. Their ability to make "real" magic items is a higher level feature that's only available once per month at the cost of a week's downtime. Even then, the items that they can make are rather weak compared to the stuff that the party most likely has access to by level 14.

Basically, an Artificer just has a couple of flavorful features that should have probably been caster feats in the first place.

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