Good evening folks, this is your freindly neighbrhood insane person here to ask you thoughts on the Artilerest subclass, personnally i think its great.
I also came here to ask about your guy is artificer flavouring, personnally i love and fluff as an artfificer, Fireball is now a grenade, firebolt is a one round gun, so on and so forth.
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"Anyone can smith at the cosmic anvil, yet only I can forge a weapon as good as thee."
I've been playing a kobold artificer and having a lot of fun with it. I've been playing him as a sort of hoarder of random trinkets and such, and have tried to make his spells reflect that. I try to incorporate his gun/bombs, random items, or both into his spells and other features. Here are some examples:
Shatter: Basically just a pipe bomb Fairy Fire: A pink paper mache ball that explodes into glowing glitter. Vortex Warp: A handful of marbles orbit the creature before collapsing inwards and warping the creature. Catapult: A small thruster is attached to the object (usually a random trinket from his bag). Heat Metal: Fire an electromagnet from his gun that superheats the metal it connects to. Shield and Absorb Elements: Both are a device on his shield that either absorb the element or expand into a barrier.
You should also consider the flavour of their Eldritch Cannons. I've been using the following (all with tiny metal legs that sprout from the bottom): Force Ballista: Rubber duck, quacks when it shoots. Flamethrower: Red spray paint can, firing from the nozzle. Protector: Alchohol flask, fires a pulse of rejuvenating magic out of the spout.
Summon construct: breaking out a radio and the construct falls from the sky (need to change it if underground)
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- Someone once told me that it is possible to play an artificer without collateral damage. They were wrong. Without collateral damage, what is the point of playing an Artificer?
- Nothing solves a problem better than a little gnome power!
Flavoring artificers is what makes this class great. My Armorer is a mineralogist/metallurgist. So everything is done with stone, metal, or magnets. Thunder gauntlets are piezoelectric speakers. Thunder wave just bangs them together. Magic missile is a bunch of magnet darts I fire. Shatter is a ultra high frequency mini speaker I throw. Caustic brew is a stream of powdered lye. Faerie Fire is a poof of iron pyrite flakes.
Although it’s mechanically the weakest, I think Alchemists have the best flavor potential. From mad chemists to drug dealers to brewers to cupcake bakers, you can go anywhere from cute to crazy without mechanically changing a thing.
Here's how I've reflavoured my spells, in the understanding her background is as a political officer and soldier so most of her stuff is going to be a series of grenades or weapon attachments:
Mending is Percussive Maintenance. She hits things and, after a minute, it works. See Team Fortress 2's Engineer class.
Shocking Grasp is a prank electrical-palm device, with added lethality.
Cure Wounds is a First Aid Kit. The Commissar slaps a band-aid on someone like a sticker, healing them. Not the most inspiring reflavour.
Faerie Fire is a Flare Shot, launched from her crossbow.
Shield is Heightened Reflexes. The Commissar reacts with lightning speed to dodge out of the way of an attacker.
Sanctuary is Misdirect, as she challenges her enemies to strike at her, causing them to hesitate on their attack.
Caustic Brew is Sulfuric Envenomous Project Waste (S.P.E.W) which comes from her Steel Defender R.I.G.S-B's (Robotic Industrial Ground Shaping Beast) waste pod.
Web is the 51LL3-S.T.R.I.N.G (Sticky Tactical Restraining Instantly Neutralising Grenade), a grenade that bursts out a lot like silly string, as one might imagine.
Heat Metal is a Thermite Grenade, which can replace the head of a crossbow bolt with a pouch that ignites on contact with the enemy.
Pyrotechnics is a funny one. I've only used it once, but it was essentially used to stage an explosive assassination. It came in the form of a C.A.K.E (Chocolate Appearing Kelvin Explosive): when the candle was lit, it would ignite the fuse of a concussion grenade that would emit a loud bang, causing disorientation to the entire guard post. Brings a tear to the eye knowing such a beautiful cake had to be destroyed for the greater good... and it brought tears to the eye of victim too, I can tell you.
Other than that, the Commissar uses her Psionic Screwdriver for a number of spells such as Vortex Warp or Reduce/Enlarge. I think of it like the Physics Gun of Garry's Mod, which may end up being the final form of her flintlock pistol, now I come to think of it.
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Zero is the most important number in D&D: Session Zero sets the boundaries and the tone; Rule Zero dictates the Dungeon Master (DM) is the final arbiter; and Zero D&D is better than Bad D&D.
"Let us speak plainly now, and in earnest, for words mean little without the weight of conviction."
1. A wrist worn flexible gauntlet that absorbs different elements to extrude the desired effect: poison spray makes it pump up like Bane from Batman, ray of frost acts similar to Mr Freeze's gun, (crap, I just realised I've made a Batman bad guy), heat metal send energy like microwaves into metal. I've also incorporated my crossbow into this with retractable arms of the bow.
2. A mechanical tail like appendage with also had varying automatically changing 'heads' on its end: Mage hand acts like a small tractor beam with attractive and repulsive force, the same is used for catapult and levitate under the same premise. Shatter uses a non directional sound emitting head: while thunder wave is directional.
As a changeling, these unique and very visible items help the other players know who I am when I shapeshift it of sight.
1. A wrist worn flexible gauntlet that absorbs different elements to extrude the desired effect: poison spray makes it pump up like Bane from Batman, ray of frost acts similar to Mr Freeze's gun, (crap, I just realised I've made a Batman bad guy), heat metal send energy like microwaves into metal. I've also incorporated my crossbow into this with retractable arms of the bow.
2. A mechanical tail like appendage with also had varying automatically changing 'heads' on its end: Mage hand acts like a small tractor beam with attractive and repulsive force, the same is used for catapult and levitate under the same premise. Shatter uses a non directional sound emitting head: while thunder wave is directional.
As a changeling, these unique and very visible items help the other players know who I am when I shapeshift it of sight.
My cannon is a smaller version of the backpack but mobile, modelled after a spider.
My Kobold Artificer (named Austrat) may be a Battle Smith, but I feel like a couple of his reflavorings can be a fun little addition to an Artillerist's arsenal as well.
For starters, Austrat has a prosthetic arm. In order to cast Fire Bolt, the tip of his index finger opens up, in order to reveal a hollow, tube-like chamber. He then says the magical key phrase of "Bang!" The Fire Bolt itself then shoots out of said chamber, and the devious little kobold gives a whole new meaning to the word "handgun." As for Dispel Magic, he holds up a... different digit, and the magic in question becomes offended enough to suddenly disperse.
Web is essentially just a web shooter, a la Spider-Man. This can either be another digit in the prosthetic arm, a wrist-mounted device, or simply a comically-designed toy gun with a purple cartoon spider resting on top of it. A similar principle can be applied to Enlarge/Reduce, as your character could probably pull out this ridiculous-looking Shrink/Growth Ray that looks more appropriate for a Saturday Morning Cartoon.
Catapult's a fun one. One way that an Artillerist can reflavor the spell is by throwing out high-powered mouse traps (or similarly-designed spring-board traps), and letting the spring action launch whatever item you want. Austrat uses it a bit differently, but that's because a lot of his spells are used in tandem with his Steel Defender. No saying your Arcane Firearm can't have alternative propulsion settings though.
Heat Metal is rude for all subclasses. Essentially, you throw a small, magically-binding heat pad and/or sticker onto the enemy's plate armor, and then ride off into the sunset, while they boil alive.
Essentially, flavor's the name of the game, especially for Artificers, and the more flavor you can get out of your character, the more fun you'll have.
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Good evening folks, this is your freindly neighbrhood insane person here to ask you thoughts on the Artilerest subclass, personnally i think its great.
I also came here to ask about your guy is artificer flavouring, personnally i love and fluff as an artfificer, Fireball is now a grenade, firebolt is a one round gun, so on and so forth.
"Anyone can smith at the cosmic anvil, yet only I can forge a weapon as good as thee."
My Homebrew Please click it, they have my family.
I've been playing a kobold artificer and having a lot of fun with it. I've been playing him as a sort of hoarder of random trinkets and such, and have tried to make his spells reflect that. I try to incorporate his gun/bombs, random items, or both into his spells and other features. Here are some examples:
Shatter: Basically just a pipe bomb
Fairy Fire: A pink paper mache ball that explodes into glowing glitter.
Vortex Warp: A handful of marbles orbit the creature before collapsing inwards and warping the creature.
Catapult: A small thruster is attached to the object (usually a random trinket from his bag).
Heat Metal: Fire an electromagnet from his gun that superheats the metal it connects to.
Shield and Absorb Elements: Both are a device on his shield that either absorb the element or expand into a barrier.
You should also consider the flavour of their Eldritch Cannons. I've been using the following (all with tiny metal legs that sprout from the bottom):
Force Ballista: Rubber duck, quacks when it shoots.
Flamethrower: Red spray paint can, firing from the nozzle.
Protector: Alchohol flask, fires a pulse of rejuvenating magic out of the spout.
How to add tooltips on dndbeyond
I have this cool idea to have a Artificer be a strait up walking Artillery battery using Staff of Power or Magi plugged into arm shoulder mounted Eldrich turrets and maybe a couple of TSAR credit to (TSAR: Tiny Servant Actuated Robot, a Revolution in Artificer Combat. (giantitp.com) ) Also notable flavor
Summon construct: breaking out a radio and the construct falls from the sky (need to change it if underground)
- Someone once told me that it is possible to play an artificer without collateral damage. They were wrong. Without collateral damage, what is the point of playing an Artificer?
- Nothing solves a problem better than a little gnome power!
- Check this out https://forums.giantitp.com/showthread.php?594932-The-TSAR-Tiny-Servant-Actuated-Robot-a-Revolution-in-Artificer-Combat for a work of pure genius (A little outdated but it should give you some ideas)
Flavoring artificers is what makes this class great. My Armorer is a mineralogist/metallurgist. So everything is done with stone, metal, or magnets. Thunder gauntlets are piezoelectric speakers. Thunder wave just bangs them together. Magic missile is a bunch of magnet darts I fire. Shatter is a ultra high frequency mini speaker I throw. Caustic brew is a stream of powdered lye. Faerie Fire is a poof of iron pyrite flakes.
Although it’s mechanically the weakest, I think Alchemists have the best flavor potential. From mad chemists to drug dealers to brewers to cupcake bakers, you can go anywhere from cute to crazy without mechanically changing a thing.
Here's how I've reflavoured my spells, in the understanding her background is as a political officer and soldier so most of her stuff is going to be a series of grenades or weapon attachments:
Other than that, the Commissar uses her Psionic Screwdriver for a number of spells such as Vortex Warp or Reduce/Enlarge. I think of it like the Physics Gun of Garry's Mod, which may end up being the final form of her flintlock pistol, now I come to think of it.
Zero is the most important number in D&D: Session Zero sets the boundaries and the tone; Rule Zero dictates the Dungeon Master (DM) is the final arbiter; and Zero D&D is better than Bad D&D.
"Let us speak plainly now, and in earnest, for words mean little without the weight of conviction."
- The Assemblage of Houses, World of Warcraft
My Artificer basic l had two main contraptions:
1. A wrist worn flexible gauntlet that absorbs different elements to extrude the desired effect: poison spray makes it pump up like Bane from Batman, ray of frost acts similar to Mr Freeze's gun, (crap, I just realised I've made a Batman bad guy), heat metal send energy like microwaves into metal. I've also incorporated my crossbow into this with retractable arms of the bow.
2. A mechanical tail like appendage with also had varying automatically changing 'heads' on its end: Mage hand acts like a small tractor beam with attractive and repulsive force, the same is used for catapult and levitate under the same premise. Shatter uses a non directional sound emitting head: while thunder wave is directional.
As a changeling, these unique and very visible items help the other players know who I am when I shapeshift it of sight.
My cannon is a smaller version of the backpack but mobile, modelled after a spider.
i have a gun that i shoot fire bolts out of, i have a rocket launcher in my arcane armor for magic missille, concussion grenades for thunderwave, etc
My Kobold Artificer (named Austrat) may be a Battle Smith, but I feel like a couple of his reflavorings can be a fun little addition to an Artillerist's arsenal as well.
For starters, Austrat has a prosthetic arm. In order to cast Fire Bolt, the tip of his index finger opens up, in order to reveal a hollow, tube-like chamber. He then says the magical key phrase of "Bang!" The Fire Bolt itself then shoots out of said chamber, and the devious little kobold gives a whole new meaning to the word "handgun." As for Dispel Magic, he holds up a... different digit, and the magic in question becomes offended enough to suddenly disperse.
Web is essentially just a web shooter, a la Spider-Man. This can either be another digit in the prosthetic arm, a wrist-mounted device, or simply a comically-designed toy gun with a purple cartoon spider resting on top of it. A similar principle can be applied to Enlarge/Reduce, as your character could probably pull out this ridiculous-looking Shrink/Growth Ray that looks more appropriate for a Saturday Morning Cartoon.
Catapult's a fun one. One way that an Artillerist can reflavor the spell is by throwing out high-powered mouse traps (or similarly-designed spring-board traps), and letting the spring action launch whatever item you want. Austrat uses it a bit differently, but that's because a lot of his spells are used in tandem with his Steel Defender. No saying your Arcane Firearm can't have alternative propulsion settings though.
Heat Metal is rude for all subclasses. Essentially, you throw a small, magically-binding heat pad and/or sticker onto the enemy's plate armor, and then ride off into the sunset, while they boil alive.
Essentially, flavor's the name of the game, especially for Artificers, and the more flavor you can get out of your character, the more fun you'll have.