I am currently in the middle of creating my artificer character, and I was wondering if there is anything I should know before playing it. I will be playing as a rock gnome reskinned as a cat humanoid from the feywild.
Rollback Post to RevisionRollBack
Hollow unbreakable arrows are the most OP common magic item, and my current method of coming up with insane combat shenanigans.
if you make a steel pipe with one end closed and a nozzle on the other, you can enlarge it, fill with any liquid, and then drop concentration, creating a high pressure squirt gun. (or a pipe bomb, depending if it holds)
What about a rock gnome artificers guildie that builds lil ravens that do stuff, he's trying to strike it rich for his lost love lenore. His name is 'edger moe.
been up all night building a prototype for his guild and is eating in the bar when a dwarven fighter and elven druid enter, the morning light casting a two swaying shadows onto the wooden floor.
he's thinking what it takes to be like his mentor Queen Boomi the artillerist and Santi Buff the battle smith.
Artificers have slower spell slot progression so you are going want to prepare spells that last multiple rounds. prepare at least some rituals as you will know a lot more spells than the number of slots you have.(alarm, detect magic, or identify ) I like sanctuary but I do a lot of healing via Healer feat. so I don't attack as often. try and limit to one spell slot per fight.
Scrolls crafting really help with saving slots. I like to have one of each situational spell so I don't need to prepare them again until i use up the scroll.
Don't be afraid to share infusions but remember that's your resource not the parties. You have less options by handing out infusions but you might make the whole party stronger.
Remember down time and daily cheats. Alchemist jug can give you acid, poison or something to sell each day. never go to bed with an unused alchemist jug. there are other infusions that work similarly {spell storing tattoo, pot of awakening, ect} talk to your dm about "free time", crafting and reusable infusions.
Alchemist is the hardest to build around so be careful taking that as a subclass. I lean towards artillerist but that's my preference. battle smith is probably easiest to use.
You are a half-caster but spells are only part of your repertoire. The rest are all about the infusions. But oftentimes, there is an unspoken expectation in the party that you will be doling out those infusions to your party members. This should never be the expectation. Do not let your party bully you into giving up your very limited infusions.
More than possibly any other class, Artificer lends itself to thematic silliness. Don’t be afraid to make your spells and effects into cat toys, or yarn carried by ephemeral fairies, or cryptic rhymes, etc. As long as your theme works mechanically the same it doesn’t matter how you flavor it. And a Fey cat-person could be quite flavorful indeed.
Also, it would be fun if you like to hide in boxes. If it fits, it sits!
Artificer is a class that performs best when you have time to prepare before an adventure. An Artificer prepares spells daily, and you will know more infusions than you'll be able to have active at one time, which you also select daily. You might have a few "signature" spells that you want to always have handy, but try to plan for what your party will be doing each day and prepare accordingly. If you know that a big combat is coming up, make sure you're fully stocked up on attack spells and make sure you've got your weapon and armor infusions active. If you're anticipating a lot of exploration, get some stuff that will make movement easier or could allow you to adapt to the environment you're headed toward, etc., etc.
The most important thing to remember about the Artificer is your ability to produce 2 gallons of mayonnaise per day at level 2 when you gain the ability to infuse an alchemy jug.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I am currently in the middle of creating my artificer character, and I was wondering if there is anything I should know before playing it. I will be playing as a rock gnome reskinned as a cat humanoid from the feywild.
Hollow unbreakable arrows are the most OP common magic item, and my current method of coming up with insane combat shenanigans.
if you make a steel pipe with one end closed and a nozzle on the other, you can enlarge it, fill with any liquid, and then drop concentration, creating a high pressure squirt gun. (or a pipe bomb, depending if it holds)
A lot depends on what subclass you're going to play.
What about a rock gnome artificers guildie that builds lil ravens that do stuff, he's trying to strike it rich for his lost love lenore. His name is 'edger moe.
been up all night building a prototype for his guild and is eating in the bar when a dwarven fighter and elven druid enter, the morning light casting a two swaying shadows onto the wooden floor.
he's thinking what it takes to be like his mentor Queen Boomi the artillerist and Santi Buff the battle smith.
Artificers have slower spell slot progression so you are going want to prepare spells that last multiple rounds. prepare at least some rituals as you will know a lot more spells than the number of slots you have.(alarm, detect magic, or identify ) I like sanctuary but I do a lot of healing via Healer feat. so I don't attack as often. try and limit to one spell slot per fight.
Scrolls crafting really help with saving slots. I like to have one of each situational spell so I don't need to prepare them again until i use up the scroll.
Don't be afraid to share infusions but remember that's your resource not the parties. You have less options by handing out infusions but you might make the whole party stronger.
Remember down time and daily cheats. Alchemist jug can give you acid, poison or something to sell each day. never go to bed with an unused alchemist jug. there are other infusions that work similarly {spell storing tattoo, pot of awakening, ect} talk to your dm about "free time", crafting and reusable infusions.
Alchemist is the hardest to build around so be careful taking that as a subclass. I lean towards artillerist but that's my preference. battle smith is probably easiest to use.
You are a half-caster but spells are only part of your repertoire. The rest are all about the infusions. But oftentimes, there is an unspoken expectation in the party that you will be doling out those infusions to your party members. This should never be the expectation. Do not let your party bully you into giving up your very limited infusions.
More than possibly any other class, Artificer lends itself to thematic silliness. Don’t be afraid to make your spells and effects into cat toys, or yarn carried by ephemeral fairies, or cryptic rhymes, etc. As long as your theme works mechanically the same it doesn’t matter how you flavor it. And a Fey cat-person could be quite flavorful indeed.
Also, it would be fun if you like to hide in boxes. If it fits, it sits!
Artificer is a class that performs best when you have time to prepare before an adventure. An Artificer prepares spells daily, and you will know more infusions than you'll be able to have active at one time, which you also select daily. You might have a few "signature" spells that you want to always have handy, but try to plan for what your party will be doing each day and prepare accordingly. If you know that a big combat is coming up, make sure you're fully stocked up on attack spells and make sure you've got your weapon and armor infusions active. If you're anticipating a lot of exploration, get some stuff that will make movement easier or could allow you to adapt to the environment you're headed toward, etc., etc.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
The most important thing to remember about the Artificer is your ability to produce 2 gallons of mayonnaise per day at level 2 when you gain the ability to infuse an alchemy jug.