With the right infusions and right spells an artificer can become a grappling master. First the infusions, belt of hill giant strength, armor of magical strength, winged boots. Next put enlarge/reduce in your spell storing item. Have your teammate cast enlarge on you making you large and giving you advantage on strength checks and saving throws. Next have another teammate caste reduce on the gargantuan monster making it huge size and giving it disadvantage on strength checks and saving throws. The monster is now only one size category larger than you making it able to be grappled. With the belt you have +5 to strength. With the armor you can add your intelligence modifier to you strength checks and saving throws and with flash of genius you can add another +5 to the roll. You now have advantage and a +15 to your strength check. The winged boots allow you to do this to flying gargantuan monsters like ancient dragons. If the reduce spell fails the first time don’t forget you have 8 more castings on it. When going against flying monsters use the spell haste on yourself to keep up. This basically means that you can now grapple and drag any monster into say a prismatic wall or off a cliff. Also don’t take the grappler feat, it isn’t worth it.
The con saves are a pain in the butt however not all gargantuan monsters have proficiency in con saves. The Tarrasque may have advantage on spell saves but only +10 in con. If you want to tear through their legendary saves then use the all-purpose tool to get mind sliver. It has an intelligence save and does psychic damage. It also subtracts a d4 to their next saving throw. Most gargantuan monsters have terrible intelligence saves. Also the great thing about the spell-storing item is that it can be passed along to others so you can have one teammate enlarging you while another is reducing the monster, leaving you to caste haste on your self. If the con save really bugs you have the wizard cast bestow curse to give disadvantage on con saves. Or cast Bane to subtract another d4. Also your spell save dc will be higher with the all-purpose tool which transfers to the spell-storing item because it uses your spell save dc.
I have done a bit of digging and have come up with a better way. Instead of casting reduce on the monster you can drink a potion of growth to become large then have your homunculus servant cast enlarge on you to become huge. The potion is uncommon and takes a level 10 artificer just ten hours and 50 gold to craft. Some might say that it won’t work because the potion is the same as the spell but the potion is different in that it does not require concentration and lasts 1d4 hours. If you really want to have a better chance at succeeding at the strength check then have a teammate caste reduce on the monster as it gives disadvantage but otherwise the potion will do.
It is not the same effect. It lasts much longer, requires no concentration, is a potion instead of a spell. The writers just used enlarge as a shorthand for the effect. It is not called the potion of enlarge.
It is not the same effect. It lasts much longer, requires no concentration, is a potion instead of a spell. The writers just used enlarge as a shorthand for the effect. It is not called the potion of enlarge.
the description literally says: you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required).
Its the same thing with Potion of Speed not being called "Potion of Haste". It still provides the effects of the Haste spell and does not stack with the Haste spell.
The con saves are a pain in the butt however not all gargantuan monsters have proficiency in con saves. The Tarrasque may have advantage on spell saves but only +10 in con. If you want to tear through their legendary saves then use the all-purpose tool to get mind sliver. It has an intelligence save and does psychic damage. It also subtracts a d4 to their next saving throw. Most gargantuan monsters have terrible intelligence saves. Also the great thing about the spell-storing item is that it can be passed along to others so you can have one teammate enlarging you while another is reducing the monster, leaving you to caste haste on your self. If the con save really bugs you have the wizard cast bestow curse to give disadvantage on con saves. Or cast Bane to subtract another d4. Also your spell save dc will be higher with the all-purpose tool which transfers to the spell-storing item because it uses your spell save dc.
Even better than mind sliver is to have an eloquence bard use unsettling words, that starts as a d6, requires no save and is upgraded to better dice at higher bard levels. They can cast bane before in the same turn as well, since unsettling words is a class feature, and not a spell. Against a tarrasque, that means you go from a small chance to get either effect, to a guaranteed decrease, and a chance to get two different decreases.
I have done a bit of digging and have come up with a better way. Instead of casting reduce on the monster you can drink a potion of growth to become large then have your homunculus servant cast enlarge on you to become huge. The potion is uncommon and takes a level 10 artificer just ten hours and 50 gold to craft. Some might say that it won’t work because the potion is the same as the spell but the potion is different in that it does not require concentration and lasts 1d4 hours. If you really want to have a better chance at succeeding at the strength check then have a teammate caste reduce on the monster as it gives disadvantage but otherwise the potion will do.
Do NOT tempt me with this idea! We had our Rune Knight Fighter try to wrestle a dragon last session but he blew the Athletics check. Using the potion would be EPIC!
A more reliable way would be to make a fairy rune knight 3/artificer 3
First use Giants Might to grow to Large, then innately cast Enlarge on yourself to grow to Huge. Now you can grapple anything, and can still fly if you've used a light armour, you can make that armour Armor of Strength, and get that +5 to the roll, advantage, and bonuses to damage.
I have done a bit of digging and have come up with a better way. Instead of casting reduce on the monster you can drink a potion of growth to become large then have your homunculus servant cast enlarge on you to become huge. The potion is uncommon and takes a level 10 artificer just ten hours and 50 gold to craft. Some might say that it won’t work because the potion is the same as the spell but the potion is different in that it does not require concentration and lasts 1d4 hours. If you really want to have a better chance at succeeding at the strength check then have a teammate caste reduce on the monster as it gives disadvantage but otherwise the potion will do.
Do NOT tempt me with this idea! We had our Rune Knight Fighter try to wrestle a dragon last session but he blew the Athletics check. Using the potion would be EPIC!
I have a personal goal of pushing the limits of dnd as a player, partially to annoy DM’s, partially as a self achievement thing.
For the pushing the size I am trying to get to size gargantuan. I can get to Huge just by being a Rune Knight and having another player character cast Enlarge/Reduce. It is fun squishing things and grappling anything but I haven’t gotten there yet. If I get to 17th level I get to size Huge with the Rune Knight ability and Gargantuan with the spell, but that takes a while. Because of this I remain optimistic for the potion because that would allow me to go from medium to large, large to huge, then huge to gargantuan, at which point awesomeness ensues:
A quit castle sits on a hill, then suddenly a cracking noise is heard and the roof breaks off, a massive Goliath, 64 feet tall, a massive sword capable of spitting entire buildings in one hand, a tyrant in the other…
Because of this I am inclined to agree with the potion isn’t a spell claim, but I’m sort of biased because it would be awesome. I personally think it’s a great excuse!
With the right infusions and right spells an artificer can become a grappling master. First the infusions, belt of hill giant strength, armor of magical strength, winged boots. Next put enlarge/reduce in your spell storing item. Have your teammate cast enlarge on you making you large and giving you advantage on strength checks and saving throws. Next have another teammate caste reduce on the gargantuan monster making it huge size and giving it disadvantage on strength checks and saving throws. The monster is now only one size category larger than you making it able to be grappled. With the belt you have +5 to strength. With the armor you can add your intelligence modifier to you strength checks and saving throws and with flash of genius you can add another +5 to the roll. You now have advantage and a +15 to your strength check. The winged boots allow you to do this to flying gargantuan monsters like ancient dragons. If the reduce spell fails the first time don’t forget you have 8 more castings on it. When going against flying monsters use the spell haste on yourself to keep up. This basically means that you can now grapple and drag any monster into say a prismatic wall or off a cliff. Also don’t take the grappler feat, it isn’t worth it.
A simpler method is to just use a level 18 Rune Knight Fighter. They become Huge and get advantage to STR checks when they use Giant's Might.
The con saves are a pain in the butt however not all gargantuan monsters have proficiency in con saves. The Tarrasque may have advantage on spell saves but only +10 in con. If you want to tear through their legendary saves then use the all-purpose tool to get mind sliver. It has an intelligence save and does psychic damage. It also subtracts a d4 to their next saving throw. Most gargantuan monsters have terrible intelligence saves.
Also the great thing about the spell-storing item is that it can be passed along to others so you can have one teammate enlarging you while another is reducing the monster, leaving you to caste haste on your self.
If the con save really bugs you have the wizard cast bestow curse to give disadvantage on con saves. Or cast Bane to subtract another d4. Also your spell save dc will be higher with the all-purpose tool which transfers to the spell-storing item because it uses your spell save dc.
I have done a bit of digging and have come up with a better way. Instead of casting reduce on the monster you can drink a potion of growth to become large then have your homunculus servant cast enlarge on you to become huge. The potion is uncommon and takes a level 10 artificer just ten hours and 50 gold to craft. Some might say that it won’t work because the potion is the same as the spell but the potion is different in that it does not require concentration and lasts 1d4 hours. If you really want to have a better chance at succeeding at the strength check then have a teammate caste reduce on the monster as it gives disadvantage but otherwise the potion will do.
It is not the same effect. It lasts much longer, requires no concentration, is a potion instead of a spell. The writers just used enlarge as a shorthand for the effect. It is not called the potion of enlarge.
https://www.dndbeyond.com/magic-items/4707-potion-of-growth
the description literally says: you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required).
Its the same thing with Potion of Speed not being called "Potion of Haste". It still provides the effects of the Haste spell and does not stack with the Haste spell.
Even better than mind sliver is to have an eloquence bard use unsettling words, that starts as a d6, requires no save and is upgraded to better dice at higher bard levels. They can cast bane before in the same turn as well, since unsettling words is a class feature, and not a spell. Against a tarrasque, that means you go from a small chance to get either effect, to a guaranteed decrease, and a chance to get two different decreases.
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Do NOT tempt me with this idea! We had our Rune Knight Fighter try to wrestle a dragon last session but he blew the Athletics check. Using the potion would be EPIC!
A more reliable way would be to make a fairy rune knight 3/artificer 3
First use Giants Might to grow to Large, then innately cast Enlarge on yourself to grow to Huge. Now you can grapple anything, and can still fly if you've used a light armour, you can make that armour Armor of Strength, and get that +5 to the roll, advantage, and bonuses to damage.
I may actually make a faerie artificer now...
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I have a personal goal of pushing the limits of dnd as a player, partially to annoy DM’s, partially as a self achievement thing.
For the pushing the size I am trying to get to size gargantuan. I can get to Huge just by being a Rune Knight and having another player character cast Enlarge/Reduce. It is fun squishing things and grappling anything but I haven’t gotten there yet. If I get to 17th level I get to size Huge with the Rune Knight ability and Gargantuan with the spell, but that takes a while. Because of this I remain optimistic for the potion because that would allow me to go from medium to large, large to huge, then huge to gargantuan, at which point awesomeness ensues:
A quit castle sits on a hill, then suddenly a cracking noise is heard and the roof breaks off, a massive Goliath, 64 feet tall, a massive sword capable of spitting entire buildings in one hand, a tyrant in the other…
Because of this I am inclined to agree with the potion isn’t a spell claim, but I’m sort of biased because it would be awesome. I personally think it’s a great excuse!
And if someone can Hex the target they get disadvantage on their athletic checks without a way to save.