So, my artificer alchemist will be coming up on level 9 soon, and with that comes 3rd level spells. I was wondering if anyone had some fun/interesting/viable spell combinations.
One I recently read about, but I can't remember where, is using tiny servant and the magic stones cantrip. Whereby you use your bonus action to cast magic stones and then give them to the tiny servant with the command to throw them at the enemy, for some free additional damage on your turns after you have the command in place. Is this a viable use of those two spells?
What others can you suggest/ you have used in the past. It doesn't have to be damage dealing, it can be something that might enhance the roleplay etc.
Depending on your DM, a good combo I've been able to use has been Enlarge/Reduce and Catapult.
First turn, cast Reduce on a large rock/cannonball to get it down to Catapult weight.
Subsequent turn, Catapult the object, then immediately drop concentration on Reduce while it's flying.
If you don't assume any damage cap on how Catapult itself scales, you can get into some truly terrifying numbers. For the exchange of a 2nd and 3rd level slot, you can reduce a 120lb boulder to 15 lbs - small enough to Catapult with a third level slot. Catapult damage scaling is 1d8 per 5lbs, plus 2d8 for the initial cast. That's 26d8 damage if it hits.
My DM has let me do this under special circumstances - I usually let him know when I'm going to do it, there has to be a feasible object around to do it with, and I don't abuse it maliciously. It's a great way to do damage to castle walls and structures. First time I used it, I missed what I was aiming at but completely collapsed the back end of the cave we were fighting in and got a free success on my next intimidation check!
If you don't assume any damage cap on how Catapult itself scales, you can get into some truly terrifying numbers. For the exchange of a 2nd and 3rd level slot, you can reduce a 120lb boulder to 15 lbs - small enough to Catapult with a third level slot. Catapult damage scaling is 1d8 per 5lbs, plus 2d8 for the initial cast. That's 26d8 damage if it hits.
Out of curiosity, where are you getting the damage scaling for Catapult?
According to the spell description, it deals 3D8 damage to whatever it hits. If you upcast you can use Catapult on a heavier object (+5lbs/spell slot above 1st) but the damage only increases by "1D8 for every spell slot above 1st". This would cap out at 11D8 using a 9th level spell slot.
I'm getting it from the weight of the item catapulted, not necessarily the spell slot used to cast it. Instead of thinking of it as 1d8 per spell level, you could also read it as an additional 1d8 damage per 5lbs of weight.
Like I said, it's a very liberal/loose interpretation of the spell and you'd have to have your DM on board with it. Mine let me get away with it with some caveats, and since Artificers get so few spell slots anyway he's willing to let me take the high risk/high reward when I do it.
I'm getting it from the weight of the item catapulted, not necessarily the spell slot used to cast it. Instead of thinking of it as 1d8 per spell level, you could also read it as an additional 1d8 damage per 5lbs of weight.
Like I said, it's a very liberal/loose interpretation of the spell and you'd have to have your DM on board with it. Mine let me get away with it with some caveats, and since Artificers get so few spell slots anyway he's willing to let me take the high risk/high reward when I do it.
Ah, got'cha.
I don't see that interpretation since "When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects you can target with this spell increases by 5 pounds, and the damage increase by 1d8, for each slot level above 1st." seems pretty cut and dry that it means with a 3rd level spell slot you would be able to target an object weight up to 15lbs and it would deal 5d8 damage.
Buuuuuut as you said, if your DM is on board then there's no problem. (Not arguing with ya, not my place to step on your fun.)
Grain of salt here, my standard artificer build uses telekinesis feat and create bonfire cantrip.
I start with create bonfire, 2d8 + int is ok for opening damage. If you position it so that a melee is next to the monster, it makes it hard for the monster to move more than 5ft without proking. Round 2, use telekinesis to push/pull the monster back in the bonfire. 2d8 additional damage. Then use your action to fire bolt/greenflame blade/etc. Or if you're feeling cheeky and have booming blade, you can force the monster to make the choice of extra thunder damage or more fire damage.
You can also use catapult with a vial of lamp oil in that rotation to really put the hurt on them.
The hard part is keeping the tiny servants alive so they can use magic stone or your SSI. Few ways to do it depending on your table's excepted level of fine control of items like a study box or tube with a spring activated latch. Can be a fun concept turning the artificer into a Mini howdah with a bunch of tiny servants and your homunculus riding along.
The hard part is keeping the tiny servants alive so they can use magic stone or your SSI. Few ways to do it depending on your table's excepted level of fine control of items like a study box or tube with a spring activated latch. Can be a fun concept turning the artificer into a Mini howdah with a bunch of tiny servants and your homunculus riding along.
Hi all.
So, my artificer alchemist will be coming up on level 9 soon, and with that comes 3rd level spells. I was wondering if anyone had some fun/interesting/viable spell combinations.
One I recently read about, but I can't remember where, is using tiny servant and the magic stones cantrip. Whereby you use your bonus action to cast magic stones and then give them to the tiny servant with the command to throw them at the enemy, for some free additional damage on your turns after you have the command in place. Is this a viable use of those two spells?
What others can you suggest/ you have used in the past. It doesn't have to be damage dealing, it can be something that might enhance the roleplay etc.
Thanks.
Depending on your DM, a good combo I've been able to use has been Enlarge/Reduce and Catapult.
First turn, cast Reduce on a large rock/cannonball to get it down to Catapult weight.
Subsequent turn, Catapult the object, then immediately drop concentration on Reduce while it's flying.
If you don't assume any damage cap on how Catapult itself scales, you can get into some truly terrifying numbers. For the exchange of a 2nd and 3rd level slot, you can reduce a 120lb boulder to 15 lbs - small enough to Catapult with a third level slot. Catapult damage scaling is 1d8 per 5lbs, plus 2d8 for the initial cast. That's 26d8 damage if it hits.
My DM has let me do this under special circumstances - I usually let him know when I'm going to do it, there has to be a feasible object around to do it with, and I don't abuse it maliciously. It's a great way to do damage to castle walls and structures. First time I used it, I missed what I was aiming at but completely collapsed the back end of the cave we were fighting in and got a free success on my next intimidation check!
Out of curiosity, where are you getting the damage scaling for Catapult?
According to the spell description, it deals 3D8 damage to whatever it hits. If you upcast you can use Catapult on a heavier object (+5lbs/spell slot above 1st) but the damage only increases by "1D8 for every spell slot above 1st". This would cap out at 11D8 using a 9th level spell slot.
I'm getting it from the weight of the item catapulted, not necessarily the spell slot used to cast it. Instead of thinking of it as 1d8 per spell level, you could also read it as an additional 1d8 damage per 5lbs of weight.
Like I said, it's a very liberal/loose interpretation of the spell and you'd have to have your DM on board with it. Mine let me get away with it with some caveats, and since Artificers get so few spell slots anyway he's willing to let me take the high risk/high reward when I do it.
Ah, got'cha.
I don't see that interpretation since "When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects you can target with this spell increases by 5 pounds, and the damage increase by 1d8, for each slot level above 1st." seems pretty cut and dry that it means with a 3rd level spell slot you would be able to target an object weight up to 15lbs and it would deal 5d8 damage.
Buuuuuut as you said, if your DM is on board then there's no problem. (Not arguing with ya, not my place to step on your fun.)
Grain of salt here, my standard artificer build uses telekinesis feat and create bonfire cantrip.
I start with create bonfire, 2d8 + int is ok for opening damage. If you position it so that a melee is next to the monster, it makes it hard for the monster to move more than 5ft without proking. Round 2, use telekinesis to push/pull the monster back in the bonfire. 2d8 additional damage. Then use your action to fire bolt/greenflame blade/etc. Or if you're feeling cheeky and have booming blade, you can force the monster to make the choice of extra thunder damage or more fire damage.
You can also use catapult with a vial of lamp oil in that rotation to really put the hurt on them.
What's SSI?
Spell Storing Item
Ahh, cool. Thank you for the clarification.
My Alchemist hasn't levelled high enough to get his SSI but was planning to do the following: