New Artificer Class and 4 New Subclasses in Baldur's Gate 3 - How To Play Artificer Class Mod Guide

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
Baldur's Gate 3 is one of the few games that truly allows you to fully customize and create a one-of-a-kind character journey through their own unique stories with which you can immerse yourself into this amazing world filled with Larger than Life characters that being said given the game's size and scope the developers over at larian Studios have had no other choice but to not include some fan favorite classes from Dungeons and Dragons and one such class is none other than the artificer thankfully however through the hard work of skilled modders like eudarion and many others you can now experience the Beloved artificer class along with its four different fully functioning subclasses in this video I'm going to be showcasing how the artificer Works in bg3 what class features you get what are the differences between the four subclasses how they play and how they differ from the pen and paper version the mod itself is available on Nexus mods which you can check out below and of course there's a chance that if we get enough people talking about and sharing these mods larion Studios might see that there's a passionate community of fans like us begging for them to add content like this in the future as DLC and that we would be there to support the developers so that's why I am so keen on making this and potentially even more videos about mods without any further Ado let's jump into the artificer so right at level 1 as an artificer you already get plenty of very good and appealing proficiencies you start off with simple weapons hand crossbows and light crossbows proficiencies as well as light armor medium armor and shields on top of that you get to select a couple of cantrips from a very good spell list including things such as bonchill shocking grass fire bolt and guidance all fantastic can trips and in addition to that you also get light and minor illusion but more importantly mending which allows you to heal 1d8 plus your intelligence modifier not to a character but to an item that you can fix and as we'll see later on in this video it actually works to heal your summons you also get some pretty useful spells as in cure wounds absorb elements this guy's self fairy fire and sanctuary and as part of your class feature you get experimental Alchemy where you can Brew to All chemical Solutions instead of just one when you are binding extracts that is if you manage to succeed a medicine check with a DC of 15. nothing really amazing at level 1 but once we reach level 2 that's where we get the good stuff as part of our class feature we get two infusion slots these are the resource that is specific to the artificial class that is all about imbuing items with magical infusions to make them stronger or to even create magical items and we can spend those two infusion slots into a bunch of infusions and at this point we can pick far from this list some of these are very basic but still very useful such as enhanced defense which will add plus 1 to the AC of a piece of armor or a shield becoming a plus two AC once you reach level 10 in artificer and Hast weapon Works in pretty much the same way where you infuse the weapon giving it plus one attack and damage Rolls made with it and then once you reach level 10 it becomes a plus two enhanced Arcane Focus pretty much the same thing for spells you gain a plus one bonus to spell attack rolls and saving throws DCS and it becomes plus two at level 10. radiant weapon allows you to infuse the weapon turning it magical and also giving you plus one to bonus attack and the Damage Rolls made with this weapon with the added bonus that it now shines the light so nothing too special one very cool infusion that I like a lot is bag of holding which basically allows you to summon a magic backpack where you can store items without you having to worry about carry weight this is something that's pretty much every single pen and paper player already knows about and loves and something that simply wasn't present in bg3 so now you will have access to bag of holding through artificer you also have a monculus servant which basically works like find familiar and the Summits that you get out of it are pretty much the same exact thing and lastly repeating shot basically allows you to infuse a crossbow of any kind giving it plus one bonus to attack and damage Rolls made with it however the cool thing about it is that you get this unique action called repeating shot where you can basically attack twice with it just like that now the awesome thing about it is that if you have extra action either by multi-classing or by playing the artifester as I will show you later on in this video you can stack that with repeating shot as it is an attack roll so when it comes to using light or even heavy crossbows that is absolutely insane now once you reach level 3 with your artificer that's when you get the option to select a subclass and as you can see right here you have the option to select from four different subclasses and in my opinion all of them are actually quite appealing with some of them actually being top tier contenders for all of these subclasses present in this game just so I don't jump around all over the place throughout this video I'm going to be separating each different subclass as we go through it and of course I won't be repeating myself as I talk about the level up features that you get with the artificer so if you decide to go with the Alchemist as the name would imply you basically get to play a character that is all about to bring potions getting some consumable items that can grant you various different effects in fact the class feature you get is called produce experimental Elixir which allows you to produce these experimental elixirs that have random effects think of something I can to Wild magic Barbarian or sorcerer for example and the number of these you can make per long rest are going to increase in your artificial level also you can create additional experimental elixirs by expanding a spell slot but do note that the elixirs that you don't consume are actually going to disappear after a long rest in addition to that you also get healing word as well as Ray of sickness at level 4 you only get one level 1 spell slot and you get a feat that you get to add and once you reach artifester level 5 you gain access to second level spells and the list of spells here is actually pretty decent with spells like Aid lesser restoration enhanced ability and large and reduced as well all as well all being very potent in my opinion however as an alchemist specifically you gain access to a subclass feature called alchemical Savant it reads you've developed masterful command of magical chemicals enhancing the healing and damage you create through them whenever you cast a spell using your Alchemist supplies as the spell casting Focus you gain a bonus to one roll of the spell that role must restore hit points or be a damage roll that deals acid fire necrotic or poison damage and the bonus equals your intelligence modifier and also by being an alchemist you gain access to Flaming sphere as well as milf's acid Arrow you can see right here in the HUD the number of experimental Elixir charges that I have available so I can simply click here select to produce an experimental Elixir and just like that we get experimental elixir of healing which as you could see hildus for 12 hit points and that plus 4 to our healing comes from our intelligence modifier thanks to all chemical Savant which is a passive feature that you unlock at level 5 which allows you to add your intelligence modifier to enhance the healing or the damage that you get from the potions you brew and also by reaching Alchemist level 5 you gain access to Flaming sphere and mouth's acid Arrow which are pretty decent Spells at level 6 you get yet another infusion slot so now you have three of them that you can use and you can add two more infusions but this time around there are three different infusions that we didn't have access to before create spell slots as the name would imply allows you to by spending a bonus action along with an infusion slot gain a spell slot I don't think it's particularly amazing you don't get a lot of spell slots as the artificer but at the same time I don't think it's the type of class that is going to use a lot of spells and I think that there are so many amazing infusions I don't think it would be wise to be using this like for example the infusion resistant armor allows you to pick a damage type that you want to infuse an armor with to Grant a creature that has that armor equipped resistance to that element so if you are going into an area where there's a lot of poison or necrotic damage you can spend an infusion point to give resistance to that damage type to a character and you can even spend all of your infusion points to do this for all the characters so that they only take 50 damage from those damage types which in the right scenario can be absolutely game changing there's also the boots of the winding path in Fusion which basically increases the movement speed of a character's boots by 10 feet and also makes it so that they don't provoke opportunity attacks which can be an amazing benefit for a lot of characters once you reach artifester level 7 you gain access to Flash of Genius which lets you as a reaction quite simply add a plus 4 whenever you or another creature makes an ability check or a saving throw and this even includes lock picking dialogue checks pretty much anything in the game and simply adding a plus 4 to any of those roles is absolutely fantastic and the fact that it only spends a reaction it doesn't even expand the spell slot honestly I think it's overpowered once you reach level 8 you don't really get anything other than the fact that you can select a feat now at artifester level 9 you finally gain access to level 3 spells many of which are quite fantastic especially counterspell revivify lightning Arrow haste and Grand flight all being fantastic now as an alchemist you gain access to restorative reagents and restorative reagents is quite a fantastic passive feature it allows a character that consumes the experimental Elixir to gain 2d6 in temporary hit points which is just fantastic and hey I got fly into long rest in addition to that you can cast lesser restoration which allows you to cure disease by isn't paralysis and blindness and without taking a bus slot in your prepared spell list and if all of those amazing features weren't enough you also get Mass healing word as well as gaseous form which are fantastic support and utility spells to use respectively and once we reach artificial level 10 we get a bunch of class features for starters we get our fourth infusion slot you get to add another can trip from that previous Kendra blast and you get to add two more infusions and this time around there's a new one called replicate magic item which is absolutely insane as with this you can select to receive an amulet of Greater healing which quite simply is going to give 20 Constitution to a character gauntlets or Frost giant strength which are going to give you 20 strengths flying boots which come with the ability to fly of course the circlet of mind reading which comes with the text thoughts and more importantly counterspell as well and finally the Crypt Lord ring which comes with the level 6 necromancy spell called create Undead and that's pretty crazy oh you can't use it on Volo and if replicate magic item wasn't enough you also get chemical Adept which basically allows you to expand an infusion slot to get one of these items and the fact that you can get oil barrels grease bottles and Alchemist fire from this you know what you can do with this on the other hand chemical Mastery allows you to basically do the same thing and to get some alchemical materials that you can use to combine them and lastly Salvage chemicals allows you to magically extract useful chemical elements to craft consumable items useful in combat so again these are all fantastic things to add to your already very useful kit once you reach artifester level 11 you'll be able to get spell storing item with this class action you can quite simply create one of these Scrolls and you have some very potent and important spells like counter spell haste web Grand flight and you can do this a number of times equal to your intelligence modifier which at this point should be at 20 so that's 5 Scrolls that you get every single long rest now very unceremoniously once you reach artificial level 12 you actually don't get anything which is very very sad now as for the armorer this subclass is very very promising by picking the subplus you gain magic Missile and Thunder Wave which are two very good level 1 spells but more importantly you gain Arcane armor which allows you to turn a suit of armor you are already wearing into Arcane armor also I forgot to mention this earlier but you also get a class action at level 3 with every artificer where you can magically create Steve's tool a shovel or a trap disarming kit I've had a couple of times in my Adventures where I was running out of them and so I had to go looking for vendors just to pick one of these it's not amazing but hey a at least you have this now something pretty cool about the armorer is that you get to pick whether you want to be more of a sticky Rogue type character by customizing your armor into the infiltrator model or if you want to be more of a Frontline beefy tank you can go with the guardian model as an armorer once you reach level 5 you gain extra attack as well as the Spells mirror image and shutter which are pretty decent but of course the big highlight is extra attack it's always awesome to get this once your armorer reaches level 9 you get access to perfected armor with this your Arcane armor is going to gain additional benefits based on its model with you being able to rebuild it after you level and you also gain access to hypnotic pattern as well as lighting vaults which are two very powerful Spells Of course hypnotic pattern more focused on utility putting enemies to sleep and lightning bolts just doing a crazy amount of damage the perfected infiltrator model is going going to receive powered steps where is the perfected Guardian model gets defensive Shield which gives you temporary hit points and thunder gauntlets which lets you deal 2d8 lighting damage as you can see right here and the enemy is Afflicted with a condition which gives them disadvantage on attack rolls against targets other than you until the start of your next turn and of course since this is an attack roll it works with extra attack the third subplot for the artificer is going to be the artillerist and this one I'm a huge fan of how it plays for starters you gain a couple of very very awesome spells in Shields being the best reaction spell in the entire game and thunderwave just being a very solid level 1 spell but on top of that you get this very cool class action called Eldridge Cannon where you can basically call upon an Eldritch Cannon of two different sizes either a regular one or a tiny one and both are pretty cool so if you call upon the regular Eldritch Cannon as you can see you basically get this turret that acts as a summon you can even control it it has its own turn it has protector which allows you to get temporary hit points of course it can fly it's got this awesome cone flamethrower which deals to the 8 fire damage and more importantly it's got Force ballista which is a 2d 8 Force damage and it also knocks back the Target and this is where mending comes into play as you can use it to actually kill your Eldritch Cannon it doesn't have a lot of HP at the start but it is going to get a lot stronger as you level up however if you choose to summon the tiny Eldritch Cannon what you get is actually a pistol and I'm not kidding here's what it looks like now when you try to swap to your ranged weapon it doesn't actually do anything it's like you don't have one equipped which is very unfortunate I would like to go around building a pistol the only way you actually get to see the pistol model is by actually clicking one of the weapon actions which are the exact same actions that you get from the regular Eldritch Cannon except this time you're the one wielding it you have protector to gain hit points you've got Force ballista as a way to deal damage and push enemies back just like that sorry about that Carlock and you've also got this neat little flamethrower which looks fantastic now once you reach level 5 with the artillerist you get the spell scorching Ray and shatter which are very potent spells but more importantly you gain Arcane firearm which allows you to turn a wand a staff or a rod into an Arcane firearm and by doing this you can add 1d8 to 1 damage roll whenever you cast a spell which is just more damage it's simply fantastic now once you reach our tolerance level 9 you get the Spells Fireball and gust of wind and I don't have to tell you just how good firewall is and guest of wind is actually quite good I think it's very underrated but more importantly you gain explosive Cannon this will increase all of the damage roles of your Eldritch Cannon by 1d8 in addition to that you can command the Canon you summon to detonate which of course is going to deal damage forcing the enemies to perform a dexterity savings throw just like they would a fireball and here's what it looks like when I make the Eldritch Cannon self destruct as you can see it was a huge area of effect damage and the final subclass from the artificer is the battlesmith as a subclass feature you gain battle ready which means that whenever you attack with a magical weapon you can use your intelligence for your attack and damage rules instead of your strength or dexterity modifiers so think of it as pretty much the same thing aspect of the blade warlocks instead of using aspect of the blade warlocks but instead of using Charisma you'll be using intelligence it's absolutely fantastic because this means you can combine it with many other classes like an Eldritch Knight or a wizard for example and you can focus all of your ability score improvements on a single stat and of course because of your infusions you can turn a weapon that is not magical into a magical weapon and then you'll be able to use your intelligence modifier you also get heroism which isn't amazing but more importantly you gain Shields and you guys know how I feel about this it's absolutely overpowered so it's fantastic that you can get it at level 3. but on top of that you also get an awesome action allowing you to summon a steel Defender that can Aid you in combat and this guy might not look like much he comes with an AC of 13 and just about average stats and as an action you can use Force empowered brand which is nothing particularly amazing but hey at least you can cast Banning on yourself and so your are able to heal that way once you reach level 5 with the battlesmith you'll receive extra attack which is just fantastic and on top of that you'll get warding bond which I think is a great spell very underrated as well as branding Smite which is pretty decent now once you reach level 9 as a Battle Master you'll gain access to Arcane jolt this feature allows you to whenever you hit a target with a magic weapon attack deal an extra 2d6 Force damage to that Target or instead restored to the 6 hit points to a creature or a construct you can see now gaining 2d6 Force damage whenever you attack is already amazing but having the option to choose to forego that extra damage and to heal yourself or an ally is absolutely amazing now unfortunately you can only activate Arcane jolt once per turn but it would be pretty insane if you could do it more than that because you can see right here that whenever I attack an enemy I get out 2d6 Force damage or 2d6 healing and it doesn't even cost a bonus action or an infusion slot so you could pair this with a two-handed weapon and have great weapon master and use the bonus action to attack even more it's absolutely ridiculous what you can do with this also it states here that you can use Arcane jolt a number of uses equal to your intelligence modifier but I have just used it and I still have seven uses remaining even though my intelligence modifier is only plus five so since I just used Arcane jolt it should be at 4. I don't know what's up with that but either way it's pretty insane now just as many other classes in Baldur's Gate 3 unfortunately artifester doesn't offer many valuable features at the higher levels as a consequence of the artifester's cooler flashier aspects only appearing past level 12. the developers have stated that they would like to add sad missing features in the future so if you have a mod that lets you go all the way up to 20 you'll be able to experience the glory that is the artificer but this fantastic mod already gives you a very good taste of what that's like with that being said is there a specific class that's missing in Baldur's Gate 3 that you would like to see added in the future either by laryn Studios or by skilled modders way of the astral self monk anyone foreign
Info
Channel: DarkHero 2
Views: 40,697
Rating: undefined out of 5
Keywords:
Id: h4Ac0f_DNOA
Channel Id: undefined
Length: 21min 51sec (1311 seconds)
Published: Thu Sep 14 2023
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.