One of the main issues with the Artificer is how few spell slots they are given. The Artificer’s uniqueness tends to get in the way of its actual effectiveness. These Infusions can create powerful magical items that, in a system like 5e, provide a huge advantage to your party by boosting their power beyond their current level. The biggest advantage they can offer their party is through the Artificer Infusions. Being able to craft items and have a wide variety of utility spells allows Artificers to have a way to gain a leg up in combat and adventuring situations. The Artificer is a support/utility class through and through. Even their subclasses are primarily focused on items, whether it is crafting potions, animating a suit of armor to fight for you, turning your wand into a firearm, or crafting yourself a friend to defend you in combat. The Artificer’s class features revolve around Magical Tinkering and Infuse Items, both of which are able to give mundane items extra abilities or effects. The Artificer is an extremely unique class because it is the only class to have a large focus on items.
Artificers were first introduced in the sourcebook Eberron: Rising from the Last War and were reprinted in Tasha’s Cauldron of Everything. The Artificer is the first full-fledged class to be added to D&D 5e outside of the Player’s Handbook. Artificer Specialist, The Right Tool for the Job