You can choose Mending as a cantrip though....if you are talking about why they don't get it automatically, warlocks don't get Eldritch Blast automatically either though its their staple cantrip.
Also while they don't get the find familiar spell, they do get the Homunculus Servant infusion which gives them a little flying familiar like things. The issue is that find familiar summons living creatures and as of right now there is only one construct that is stated to be able to be a familiar and that is the Anvilwrought Raptor from Mythic Odysseys of Theros. If there were more stated low level construct creatures to pull from then find familiar would make more sense.
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"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
The lack of cantrips could be touched on but honestly I think the class does a good job. Alchemist is lacking a little at level 3, but the class as a whole feels pretty good, and the other subclasses are great though they might peter off in the later levels.
If a DM doesn't mind going the re-flavor route, using find familiar to summon a mechanical version of one of the beast options would be great. My DM let my do this with my Thri-Kreen Machinist Artificer (homebrew). I have a little mechanical flying snake named jewel.
Also yeah, I forgot how limited the Artificer is with the number of cantrips they get. That would make getting the mending cantrip for free make much more sense.
I think the only weakness of the class is in its spell list. I also wish the designers had gone all in on spell versatility when creating the class and allowed you to change your cantrips daily instead at level up.
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Bark side up, bark side down, it really, truly does not matter.
One of my players is a Grung artificer and he asked me if he can craft guns. I decided to implement the Dm's guide magic item crafting rules into his guns and I since he is 5th level I am taking the gun stats from Dm's guide but scaling them down a bit. Eventually, when they start getting magic items I have agreed to let him use magic items in the building of his guns. So far, he's actually been a really balanced player and the party loves his character.
well I was hoping for 2 pets, would be kinda cool having a mechanical family but servant does the same thing
and also mending should be free, as that leaves you with only one cantrip, Warlocks have access to many more cantrips early on
artificers have 2 trips until LVL 10
That would be a bit much. Yes, artificers only have two cantrips but they have other stuff to make up for it. Like the fact that they can make a bunch of super cool magic items more or less at will.
They get 6, ( know 12) but change on long rest. The issue with this is for example, if another player needs darkvision goggles, meaning you need to wait 8 hours to swap. However in that 8 hours it switches from night to daytime. There are many example of this, making it very limited
A rock gnome Artillerist can technically have six pets on the field at higher levels; the problem is most of them require using your own action or bonus action to move or use.
They get 6, ( know 12) but change on long rest. The issue with this is for example, if another player needs darkvision goggles, meaning you need to wait 8 hours to swap. However in that 8 hours it switches from night to daytime. There are many example of this, making it very limited
What does taht have to do with the fact that warlocks still don't get *any* infusions? And being able to choose 12 very powerful magic items that you get for free needs to be somewhat limited to not be overpowered.
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Mainly I wish they had to find familiar as a 1st level spell as a mechanical pet and mending as a cantrip
You can choose Mending as a cantrip though....if you are talking about why they don't get it automatically, warlocks don't get Eldritch Blast automatically either though its their staple cantrip.
Also while they don't get the find familiar spell, they do get the Homunculus Servant infusion which gives them a little flying familiar like things. The issue is that find familiar summons living creatures and as of right now there is only one construct that is stated to be able to be a familiar and that is the Anvilwrought Raptor from Mythic Odysseys of Theros. If there were more stated low level construct creatures to pull from then find familiar would make more sense.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
well I was hoping for 2 pets, would be kinda cool having a mechanical family but servant does the same thing
and also mending should be free, as that leaves you with only one cantrip, Warlocks have access to many more cantrips early on
artificers have 2 trips until LVL 10
The lack of cantrips could be touched on but honestly I think the class does a good job. Alchemist is lacking a little at level 3, but the class as a whole feels pretty good, and the other subclasses are great though they might peter off in the later levels.
All the subclasses are good except alchemist, honestly if the randomness was taken away it would pretty much fix it
Adding Find Familiar would give Artificers too many pet options. Getting a Homonculous via Infusion is more thematically appropriate.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
yea but you can easily get by taking 1 LVL in wizard or magic initiate. I personally don't like homunculus since it takes up an infusion slot
If a DM doesn't mind going the re-flavor route, using find familiar to summon a mechanical version of one of the beast options would be great. My DM let my do this with my Thri-Kreen Machinist Artificer (homebrew). I have a little mechanical flying snake named jewel.
Also yeah, I forgot how limited the Artificer is with the number of cantrips they get. That would make getting the mending cantrip for free make much more sense.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
I think the only weakness of the class is in its spell list. I also wish the designers had gone all in on spell versatility when creating the class and allowed you to change your cantrips daily instead at level up.
Bark side up, bark side down, it really, truly does not matter.
One of my players is a Grung artificer and he asked me if he can craft guns. I decided to implement the Dm's guide magic item crafting rules into his guns and I since he is 5th level I am taking the gun stats from Dm's guide but scaling them down a bit. Eventually, when they start getting magic items I have agreed to let him use magic items in the building of his guns. So far, he's actually been a really balanced player and the party loves his character.
That would be a bit much. Yes, artificers only have two cantrips but they have other stuff to make up for it. Like the fact that they can make a bunch of super cool magic items more or less at will.
They know a bunch, you only get to use a couple, and most of them are really average or really good.
Yes. It's still more than the number of infusions that Warlocks know.
What do you mean? LOL!
warlocks get 8 invocations
Artificers get 6 infusions
Yes? We're talking about infusions. Warlocks get zero infusions. And artificers actually get up to 12 infusions.
They get 6, ( know 12) but change on long rest. The issue with this is for example, if another player needs darkvision goggles, meaning you need to wait 8 hours to swap. However in that 8 hours it switches from night to daytime. There are many example of this, making it very limited
Whereas a Warlock can't swap at all except when they level up.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
A rock gnome Artillerist can technically have six pets on the field at higher levels; the problem is most of them require using your own action or bonus action to move or use.
What does taht have to do with the fact that warlocks still don't get *any* infusions? And being able to choose 12 very powerful magic items that you get for free needs to be somewhat limited to not be overpowered.