While the play style of most classes in Dungeons & Dragons can be assumed by just their names, the Artificer stands as one that doesn't exactly wear its abilities on its sleave. Unlike the spell mastering Wizard or the dexterous Rogue, the Artificer is a strange combination of technology and magic that makes for a unique experience that can't be replaced with other classes.
As unique as the Artificer is, there is always room for improvement as development for Dungeons & Dragons 6E continues and looks to usher in a new era for the tabletop classic. This could be accomplished through directly tweaking the Artificer class itself, as well as some hopeful new features that the next Edition could establish into the core gameplay.
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The ability to infuse items in is easily the most impressive ability that Artificers have, acting as the defining aspect of the class when compared to others in Dungeons & Dragons. In general, these have the ability to imbue slight enchantments onto regular items, including weapons, clothes, and armor. This can make a high level Artificer an impressive addition to any party, as they are able to maintain certain buffs on themselves and other members of their adventuring group. That's without getting too far into the ability to fully replicate magical items.
Among the various Artificer Infusions that can grant the powers of flight, strength, or defense, the ability to replicate magical items is easily the most impressive of these options. Being able to create items like a Belt of Giant Strength, a Bag of Holding, or the Quiver of Ehlonna almost becomes a necessary choice for any Artificer looking for the most utility out of the class. However,
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