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Artificer worth it in a high magic campaign?
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My group is starting a new campaign, and I'm toying with the idea of being an Artificer for the first time, probably Armorer. However, my DM is very liberal with granting magic items while simultaneously disregarding most attunement mechanics (he's mostly been a 3.5 guy, so he thinks about it in terms of "armor slots" e.g., helm, cloak, boots). He recognizes this leads to very strong characters and tends to upscale his encounters accordingly.

My concern is that most of my Artificer class benefits – e.g., additional attunement slots, ability to infuse non-magical items – will be moot in such a setting, particularly as an Armorer which (as I understand it) can't replace individual parts of the armor like boots until level 9. Alternatively, I could ask him about house ruling infusions to be used on magical items, which again I understand is a bit OP but seems to fit better with his preferred style.

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1 year ago