A good rule of thumb for mundane items in general is "would you take the object along on a camping trip? If so, your D&D character should likely have the closest equivalent unless you never leave the city."
For artificers specifically? I'll never not recommend a bag of ball bearings. Million and one uses, and each and every bearing is also a valid target for Magical Tinkering.
A bell or signal whistle - or both - is also something I try to have on most characters, including artificers. Never know when you'll need to raise an alarm or signal to your allies.
Artificers who make extensive use of Magical Tinkering to bamboozle people could also benefit from either a sling or a blowgun; both can be used to deliver small objects more-or-less soundlessly and with better accuracy than throwing them to wherever you need your Tinker'd object to go.
Many artificers will want a book to keep their notes and designs in, if their DM is the sort who tracks that stuff. Similarly, ink and at least one ink pen
Pouches to keep your most critical tools or gear close to hand and ready to use, mayhaps.
My own artificer happens to have a spyglass that's proven useful on several occasions, though one must take exceptional care with the ungodly expensive thing.
There's other things I tend to keep on me when I can, but I'm also one of those who enjoys curating my kit and ensuring I have the necessary gear for what I need to do. A lot of tables don't care nearly so much about the minutiae and figure "if it makes sense for you to have it, then you have it" for most little shit. Up to you whether that applies to you or not.
Caltrops can also be a pretty useful Item when you have time to prepare in a dungeon and there is limited space to move in.
Also if you plan on taking the "Alchemists Jug" Infusion flasks are a must have. they are ungodly cheap (2cp for 1 so 1 gp gets you 50!) - producing large quantities of oil mayonaise and beer can be pretty helpful.
I have yet to implement it... but if you have an alchemist jug, buy those cheap empty vials, fill with acid. You can fill 2 vials once a day.... Then use Catapult to fling them at foes. 3d8 bludgeoning + Arcane firearm 1d8 + 2d6 acid damage on a hit. Yum!
I have yet to implement it... but if you have an alchemist jug, buy those cheap empty vials, fill with acid. You can fill 2 vials once a day.... Then use Catapult to fling them at foes. 3d8 bludgeoning + Arcane firearm 1d8 + 2d6 acid damage on a hit. Yum!
Using catapult like this requires multiple GM house rules - for example, there's no RAW for the hit points of the vial (the DMG has suggestions, but those suggestions have severe problems of their own), and for another, a GM could easily rule a catapulted acid vial that breaks results in the acid falling to the ground when the vial shatters, since the spell is worse at throwing than a real hand.
This isn't something you'll necessarily need everyday but don't over look the usefulness of a block and tackle (along with with plenty of rope).
Levitate is handy, quick, and convenient but limited to 20 feet in height and a max 500 lbs lifted. Whereas even a strength 9 PC can hoist up to 560 lbs with a block and tackle, and the distance lifted is limited by how much rope you have (4 x the distance). So for example lifting a load 20 feet would require 80 feet of rope.
Combine a block and tackle with an immovable rod and you've got yourself a crane you can set up just about anywhere.
This site provides a simple description of how real life block and tackle works: (since the rules doesn't specify how much rope you'd need)
Um. Vials of Acid are meant to be thrown at creatures. Pg 148 of PHB - Acid .... throw the vial up to 20 feet, shattering it on impact.... on a hit, the target takes 2d6. - So vial would break on impact.
Catapult is a spell that throws items..... it just makes sense.
Also, Where does it say that catapult is worse than throwing with a hand?
Um. Vials of Acid are meant to be thrown at creatures. Pg 148 of PHB - Acid .... throw the vial up to 20 feet, shattering it on impact.... on a hit, the target takes 2d6. - So vial would break on impact.
Catapult is a spell that throws items..... it just makes sense.
Also, Where does it say that catapult is worse than throwing with a hand?
It doesn't. I explicitly stated that was a way your GM might rule. The RAW does not directly support catapulting acid vials and having it work the way you want it to, partially because Catapult doesn't throw anything. It might make sense to you, sure, and your GM might agree, but we don't have the rules support RAW to make it happen.
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Good afternoon,
Looking for sage advice from my peers for what items an artificer should carry.
example: adventuring gear, caltrops, healers kit etc
Thank you for your time and responces.
OP
Thanks, I got to look into what's in that
A good rule of thumb for mundane items in general is "would you take the object along on a camping trip? If so, your D&D character should likely have the closest equivalent unless you never leave the city."
For artificers specifically? I'll never not recommend a bag of ball bearings. Million and one uses, and each and every bearing is also a valid target for Magical Tinkering.
A bell or signal whistle - or both - is also something I try to have on most characters, including artificers. Never know when you'll need to raise an alarm or signal to your allies.
Artificers who make extensive use of Magical Tinkering to bamboozle people could also benefit from either a sling or a blowgun; both can be used to deliver small objects more-or-less soundlessly and with better accuracy than throwing them to wherever you need your Tinker'd object to go.
Many artificers will want a book to keep their notes and designs in, if their DM is the sort who tracks that stuff. Similarly, ink and at least one ink pen
Pouches to keep your most critical tools or gear close to hand and ready to use, mayhaps.
My own artificer happens to have a spyglass that's proven useful on several occasions, though one must take exceptional care with the ungodly expensive thing.
There's other things I tend to keep on me when I can, but I'm also one of those who enjoys curating my kit and ensuring I have the necessary gear for what I need to do. A lot of tables don't care nearly so much about the minutiae and figure "if it makes sense for you to have it, then you have it" for most little shit. Up to you whether that applies to you or not.
Please do not contact or message me.
Caltrops can also be a pretty useful Item when you have time to prepare in a dungeon and there is limited space to move in.
Also if you plan on taking the "Alchemists Jug" Infusion flasks are a must have. they are ungodly cheap (2cp for 1 so 1 gp gets you 50!) - producing large quantities of oil mayonaise and beer can be pretty helpful.
I have yet to implement it... but if you have an alchemist jug, buy those cheap empty vials, fill with acid. You can fill 2 vials once a day.... Then use Catapult to fling them at foes. 3d8 bludgeoning + Arcane firearm 1d8 + 2d6 acid damage on a hit. Yum!
Using catapult like this requires multiple GM house rules - for example, there's no RAW for the hit points of the vial (the DMG has suggestions, but those suggestions have severe problems of their own), and for another, a GM could easily rule a catapulted acid vial that breaks results in the acid falling to the ground when the vial shatters, since the spell is worse at throwing than a real hand.
This isn't something you'll necessarily need everyday but don't over look the usefulness of a block and tackle (along with with plenty of rope).
Levitate is handy, quick, and convenient but limited to 20 feet in height and a max 500 lbs lifted. Whereas even a strength 9 PC can hoist up to 560 lbs with a block and tackle, and the distance lifted is limited by how much rope you have (4 x the distance). So for example lifting a load 20 feet would require 80 feet of rope.
Combine a block and tackle with an immovable rod and you've got yourself a crane you can set up just about anywhere.
This site provides a simple description of how real life block and tackle works: (since the rules doesn't specify how much rope you'd need)
https://science.howstuffworks.com/transport/engines-equipment/pulley.htm
Um. Vials of Acid are meant to be thrown at creatures. Pg 148 of PHB - Acid .... throw the vial up to 20 feet, shattering it on impact.... on a hit, the target takes 2d6. - So vial would break on impact.
Catapult is a spell that throws items..... it just makes sense.
Also, Where does it say that catapult is worse than throwing with a hand?
It doesn't. I explicitly stated that was a way your GM might rule. The RAW does not directly support catapulting acid vials and having it work the way you want it to, partially because Catapult doesn't throw anything. It might make sense to you, sure, and your GM might agree, but we don't have the rules support RAW to make it happen.