Personally my favorite thing about artificer is its flexibility. I think it fits into a specific nieche, the crafter obviously. Its not a "i am ready to go at a moments notice" sort of skill monkey its more of a "im ready to engineer a solution to problems" so you might not be able to pull random facts out of your ass, but you can certainly break shit with unnerving effectiveness.
- Using Intelligence to hit and damage with magical weapons. - Access to the Shield spell. - The Steel Defender. My current DM allow's me to wear mine as armor. I lose its hit points, but its intelligence is the armor's AI. Instead of Hit Points, I get temporary hit points equal to its hit points (as a defensive force field). I can restore these lost hp by using the Mending cantrip or by using a spell slot of 1st level or higher. Everything else stays the same.
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Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
I love the concept. Though I can't actually cite any "favorite" thing without referencing where it falls short. Well thats for my most favorite portions. Infusions ! (Wish you could end on command-to prevent the annoying 2 day cycle if you want to change + armour from one friend to another friend for instance) and the Spell Item! (Wish it was either lower-and you gained extra uses later on. Or that they had kept the ability to cast a spell into the item and hand the items off--this'll be a subclass someday I bet)
But for pure cool and no complaints? the ariltiist's Turret! Yeah that is just super cool. Very Flavorful. Extremely useful. Its pretty great that it has a climb speed, since that means it can climb and cling to you, or your familiar, or a wall/celing etc.
My favorite concept though, are the elixirs and the UA Alchemist Satchel. I think if these two combined they would be pretty great. (ended up making a homebrew of it. but I'll never get to play it. Sad panda) (acid/alch fire as their main attack-using INT to hit. 2 vs DC debuff items(limited restore on short rest), healing item (1/day per person), then the elixirs with current random + spell conversion. This way even if you used up all your spells you still had neat in class tools that were very alchemist)
I play the Alchemist class the most, because I love Alchemy and item based concepts. It is my favorite class, even if it doesn't really work well as a player character
My god I love the artillerist's eldritch cannon! It's just so cool, because you basically just have either a magic gun or a robotic spider pet! Also, I really like the flavoring for the spells with the tools. All most of the spells are very carefully chosen to make sense for a tinkerer (seriously though, wth do artificers have Faerie Fire! Best I could come up with was a fluorescent paint grenade). I love the fact that artillerists subvert the squishy wizard trope. Yeah, d8s are the second lowest hit dice in the game, but artificers can also have pretty good AC. For perspective, I'm playing an artillerist and, without any enhancements (though I do have enhanced defense), my AC is equal to that of the party's paladin. Sure, base artificer doesn't get a lot of damage spells, but alchemists are healers/support anyway, artillerists get access to some awesome offensive spells (also eldritch cannon), and battle smiths have the steel defender. Also, my DM uses more intelligence-based skill checks than usual, so that's a plus.
If I haven't made it clear, artillerist is my favorite subclass because EXPLOSIONS! Seriously though, I just wanted to be able to play an artificer with some combat skills and the flavoring for artillerist appeals to me slightly more than Battle Smith.
Just in general, the class has its mechanical flaws, but the flavoring is so cool that I really don't care.
I thought repeating shot didn't let you make an extra attack. I'll double check, but I thought it was just +1 to attack and damage, ignores the loading property, and generates infinite ammunition. Which, for a low level infusion, is pretty dang good in and of itself!
In the rules, you cannot fire a crossbow more than twice in a round, but with this, it allows you to do it twice, provided you have Extra Attack, or a similar feature.
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Please check out my homebrew, I would appreciate feedback:
So um, Magical tinkering became my favorite this past sunday.
The rules for how it works are very vague, which let me do some stuff. I've been combining this with my Rock Gnome tinkering ability that lets me build little clock work goobers. So I made head lamps that adjust to where you need them on spider legs. I gave one of these to the king of some very stupid frog people, and they thought I was the shit. Then as he leads us into his vaults to see a treasure and so I can examine the vault's locking mechanism. I cause the light to start flickering, just on and off. Then emit a sulfurous smell. Then the casing starts giving a warning beep. I'm telling them something has gone wrong it's going to blow, run while I try and disarm it in the safety of the vault. Now the stone is just giving off a smell of burning.
And all of that cost me no resources, and is okay, RAW.
Great story. My party's warforged artificer was in Cyre when the Mourning happened, so he makes his dagger make that noise whenever he touches it and it hits his targets.
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well tool expertise and hyper fast magic item creation are both really fun, as is all the things you can use as an spell casting focus like every single artisans tools and any single item that bears one of your infusions, so i can cast cure wounds with sword.
the experimental elixirs for alchemist is just way way way too good to the point were it feels almost broken, and all three 5th level benefits are AMAZING, like oh boy the healbot and oh boy the damage.
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
also quick question: can i infuse a musket from the DMG with that crossbow infusion everyone keeps talking about?
edit: holy shit yes i can they are martial ranged weapons with the loading property omygosh omygosh oygosh tim for musket boi
Yep, totally legal. My party's Warforged Battle Smith wanted to get a gun, but it's Eberron, and gun's don't exist there, so I basically had him re-invent the wheel in Eberron (with automobiles and guns, so literally and figuratively) and he basically had to figure out how to make a gun.
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Please check out my homebrew, I would appreciate feedback:
What are your favorite parts of the artificer class?
Mine are these:
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Personally my favorite thing about artificer is its flexibility.
I think it fits into a specific nieche, the crafter obviously.
Its not a "i am ready to go at a moments notice" sort of skill monkey its more of a "im ready to engineer a solution to problems"
so you might not be able to pull random facts out of your ass, but you can certainly break shit with unnerving effectiveness.
The Battle Smith is my favorite.
- Using Intelligence to hit and damage with magical weapons.
- Access to the Shield spell.
- The Steel Defender. My current DM allow's me to wear mine as armor. I lose its hit points, but its intelligence is the armor's AI. Instead of Hit Points, I get temporary hit points equal to its hit points (as a defensive force field). I can restore these lost hp by using the Mending cantrip or by using a spell slot of 1st level or higher. Everything else stays the same.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
My favorite things about artificer are:
Mind you, I haven't played one yet. Hopefully, I get the chance soon.
I love the concept. Though I can't actually cite any "favorite" thing without referencing where it falls short. Well thats for my most favorite portions. Infusions ! (Wish you could end on command-to prevent the annoying 2 day cycle if you want to change + armour from one friend to another friend for instance) and the Spell Item! (Wish it was either lower-and you gained extra uses later on. Or that they had kept the ability to cast a spell into the item and hand the items off--this'll be a subclass someday I bet)
But for pure cool and no complaints? the ariltiist's Turret! Yeah that is just super cool. Very Flavorful. Extremely useful. Its pretty great that it has a climb speed, since that means it can climb and cling to you, or your familiar, or a wall/celing etc.
My favorite concept though, are the elixirs and the UA Alchemist Satchel. I think if these two combined they would be pretty great. (ended up making a homebrew of it. but I'll never get to play it. Sad panda) (acid/alch fire as their main attack-using INT to hit. 2 vs DC debuff items(limited restore on short rest), healing item (1/day per person), then the elixirs with current random + spell conversion. This way even if you used up all your spells you still had neat in class tools that were very alchemist)
I play the Alchemist class the most, because I love Alchemy and item based concepts. It is my favorite class, even if it doesn't really work well as a player character
My god I love the artillerist's eldritch cannon! It's just so cool, because you basically just have either a magic gun or a robotic spider pet! Also, I really like the flavoring for the spells with the tools.
Allmost of the spells are very carefully chosen to make sense for a tinkerer (seriously though, wth do artificers have Faerie Fire! Best I could come up with was a fluorescent paint grenade). I love the fact that artillerists subvert the squishy wizard trope. Yeah, d8s are the second lowest hit dice in the game, but artificers can also have pretty good AC. For perspective, I'm playing an artillerist and, without any enhancements (though I do have enhanced defense), my AC is equal to that of the party's paladin. Sure, base artificer doesn't get a lot of damage spells, but alchemists are healers/support anyway, artillerists get access to some awesome offensive spells (also eldritch cannon), and battle smiths have the steel defender. Also, my DM uses more intelligence-based skill checks than usual, so that's a plus.If I haven't made it clear, artillerist is my favorite subclass because EXPLOSIONS! Seriously though, I just wanted to be able to play an artificer with some combat skills and the flavoring for artillerist appeals to me slightly more than Battle Smith.
Just in general, the class has its mechanical flaws, but the flavoring is so cool that I really don't care.
Some of the infusions that you can take are so great! Returning weapon, Repulsion Shields, Resistant Armor. All of these are super useful.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Repeating shot is great! Unlimited ammo!
Also, allows you to actually make more than one attack with a crossbow in a round!
Also, guns.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I thought repeating shot didn't let you make an extra attack. I'll double check, but I thought it was just +1 to attack and damage, ignores the loading property, and generates infinite ammunition. Which, for a low level infusion, is pretty dang good in and of itself!
In the rules, you cannot fire a crossbow more than twice in a round, but with this, it allows you to do it twice, provided you have Extra Attack, or a similar feature.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
So um, Magical tinkering became my favorite this past sunday.
The rules for how it works are very vague, which let me do some stuff. I've been combining this with my Rock Gnome tinkering ability that lets me build little clock work goobers. So I made head lamps that adjust to where you need them on spider legs. I gave one of these to the king of some very stupid frog people, and they thought I was the shit. Then as he leads us into his vaults to see a treasure and so I can examine the vault's locking mechanism. I cause the light to start flickering, just on and off. Then emit a sulfurous smell. Then the casing starts giving a warning beep. I'm telling them something has gone wrong it's going to blow, run while I try and disarm it in the safety of the vault. Now the stone is just giving off a smell of burning.
And all of that cost me no resources, and is okay, RAW.
Great story. My party's warforged artificer was in Cyre when the Mourning happened, so he makes his dagger make that noise whenever he touches it and it hits his targets.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
well tool expertise and hyper fast magic item creation are both really fun, as is all the things you can use as an spell casting focus like every single artisans tools and any single item that bears one of your infusions, so i can cast cure wounds with sword.
the experimental elixirs for alchemist is just way way way too good to the point were it feels almost broken, and all three 5th level benefits are AMAZING, like oh boy the healbot and oh boy the damage.
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
also quick question: can i infuse a musket from the DMG with that crossbow infusion everyone keeps talking about?
edit: holy shit yes i can they are martial ranged weapons with the loading property omygosh omygosh oygosh tim for musket boi
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Yep, totally legal. My party's Warforged Battle Smith wanted to get a gun, but it's Eberron, and gun's don't exist there, so I basically had him re-invent the wheel in Eberron (with automobiles and guns, so literally and figuratively) and he basically had to figure out how to make a gun.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms