The artificer has a lot of tricks up it’s sleeve but the most damaging one is the spell storing item animate object combo. However if you combine that combo with catapult and holy water you can take down even the most powerful of fiends or undead.
First get the infusion of level one spellwrought tattoo. Every day for fifty days use it to get the spell ceremony. Use ceremony to make a vial of holy water. If you have a cleric or paladin in your party have them do the same too half your time. However that will cost 625 gold pieces of powdered silver for their half so maybe just be patient. After getting 50 vials of holy water, place five to a mesh bag. With ten bags of five pounds of holy water you are ready to take down Demogorgon. Put the spell catapult in your spell storing item and make sure you have the spell animate object prepared.
Interesting note that if you have a bard, wizard, or sorcerer in your party you can do this combo at level 11 when you get the spell storing item. Just make sure your party member gets the animate object spell then.
Now before you unleash your combo be sure to get rid of his legendary resistances. The spell mind sliver has a intelligence saving throw which is his weakest save at just +5. Once they are gone use animate objects create ten tiny constructs to cast catapult ten times in a round with the spell storing item on the bags of holy water. This will cause 30d8 (135 average) magical bludgeoning damage and 100d6 (350 average) radiant damage to the fiend for a total average damage of 485 damage. That is 21 points over his average total.
Of course then you have to deal with the consequences of killing the King of demons but hey at least you beat him.
Also if you are going against different types of monsters then acid vials are good too. The alchemist jug can provide those.
So the entire thing is hit demogorgon with a large number of attacks and just increase the number of creatures attacking.
Lets ignore if an animated object (construct) can even use a spell storing item. The artificier only gets one spell storing item. At this point it's you and your 9 other artificers friends and one animate object spell with lots of holy water.
You also mention getting rid of the legendary resistance then mention a cantrip, that's not even on the artificier list, that will be completely ignored by any legednary creature. It's also not on the paladin or cleric list so adding yet annother character to the mix.
At this point you've got yourself, 9 artificiers, 1 paladin and/or 1 cleric and at least 1 wizard/warlock/sorcerer for a cantrip. If you're relying on mind sliver to get rid of legendary saves then at least 3 rounds unless you increate the number of characters that can cast it. You may as well just say, hit demogorgon with lots of (magical) attacks from 100+ creatures.
The artificer has a lot of tricks up it’s sleeve but the most damaging one is the spell storing item animate object combo. However if you combine that combo with catapult and holy water you can take down even the most powerful of fiends or undead.
First get the infusion of level one spellwrought tattoo. Every day for fifty days use it to get the spell ceremony. Use ceremony to make a vial of holy water. If you have a cleric or paladin in your party have them do the same too half your time. However that will cost 625 gold pieces of powdered silver for their half so maybe just be patient. After getting 50 vials of holy water, place five to a mesh bag. With ten bags of five pounds of holy water you are ready to take down Demogorgon. Put the spell catapult in your spell storing item and make sure you have the spell animate object prepared.
Interesting note that if you have a bard, wizard, or sorcerer in your party you can do this combo at level 11 when you get the spell storing item. Just make sure your party member gets the animate object spell then.
Now before you unleash your combo be sure to get rid of his legendary resistances. The spell mind sliver has a intelligence saving throw which is his weakest save at just +5. Once they are gone use animate objects create ten tiny constructs to cast catapult ten times in a round with the spell storing item on the bags of holy water.
An SSI has to be "held", so assuming your DM is willing to let animated objects use their limbs freely (not a given, since the spell works on balls), you'll need to prep something with hands, like a bunch of dolls.
Frankly you might be better off just hiring commoners to stand there ready to fire.
This will cause 30d8 (135 average) magical bludgeoning damage and 100d6 (350 average) radiant damage to the fiend for a total average damage of 485 damage. That is 21 points over his average total.
It won't do any radiant damage whatsoever without a substantial house-rule from the DM overcoming both the fact that catapult has no rules for having the contents of the catapulted object hitting the target (remember, your vials are supposed to involve an improvised attack) and the fact that you catapulted a bag, so it's the bag that took damage - the vials inside took 0. Oh, and you need a houserule on how many hit points bags have.
Also, even without legendary resistances, Demogorgon has a non-zero Dexterity save. Don't forget to include that in your math.
The artificier only gets one spell storing item. At this point it's you and your 9 other artificers friends and one animate object spell with lots of holy water.
You only need 1 SSI if you have a bunch of wielders - each wielder uses their action to operate the SSI and their item interaction to pass the SSI to the next wielder.
I have one philosophy when rules do not cover an unique set up, logic. Logically what would happen if five glass vials in a mesh bag were launched at 90 feet a second at a solid object? They would shatter. What would happen to the liquid contents of said vials if they shattered? They would splash onto what ever they hit. If the liquid was caustic to the living object they hit what would happen? They would do damage. Ergo using catapult to launch a mesh bag containing five holy water vials would do 3d8 bludgeoning damage and 10d6 radiant damage.
Enough Tiny Servants also works for the "pass the SSI" trick and doesn't require concentration. I had not thought of Animate Objects as a way to manipulate the SSI. That is quite clever.
The artificier only gets one spell storing item. At this point it's you and your 9 other artificers friends and one animate object spell with lots of holy water.
You only need 1 SSI if you have a bunch of wielders - each wielder uses their action to operate the SSI and their item interaction to pass the SSI to the next wielder.
Except it takes an action to cast, using the action available for the item.
Although I will admit it creates a funny visual, ten animated tin soldiers, in lockstep passing a tiny slingshot.
I have one philosophy when rules do not cover an unique set up, logic. Logically what would happen if five glass vials in a mesh bag were launched at 90 feet a second at a solid object? They would shatter. What would happen to the liquid contents of said vials if they shattered? They would splash onto what ever they hit. If the liquid was caustic to the living object they hit what would happen? They would do damage. Ergo using catapult to launch a mesh bag containing five holy water vials would do 3d8 bludgeoning damage and 10d6 radiant damage.
You're forgetting the spell is cast on the bag and half the vials burst on takeoff.
Actually just run the numbers to see how silly the whole scenario is.
Lets assume the animated tin soldiers can be directed to an extent beyond 'attack' so they can pass the SSI and that the DM is allowing an animated object the ability to use an SSI.
They all cast Catapult, which is allows a DEX save for no damage. The targeted save is 8 + proficiency (0) + spell casting ability (0) = 8.
“While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier.” At the levels you would be doing this kind of adventure it would be tier 4. At level 17 on up the proficiency bonus is +6, the intelligence modifier should be +5, and you should really have the all-purpose tool which give a +1-3 depending on its rarity. That totals the save at 8+6+5+1=20 at minimum. if that isn’t good enough for you then try getting your wizard or sorcerer to cast hold monster or have your monk stun them. This will cause an automatic failure of strength and dexterity saves. i get the feeling you want my plan to fail so you are going out of your way to come up with any reason for it to fail. Animate objects turns the objects int creature and creatures can use objects which is the action for the spell-storing object. https://www.sageadvice.eu/can-an-artificers-spell-storing-item-be-activated-with-the-use-an-object-action-or-is-it-considered-a-magical-item/
Jeremy Crawford chose to make it this way because he didn’t want the spell-storing item to turn any weapon into a magic weapon for free.
Having the item that catapult is cast on be damaged on take off doesn’t happen because the spell does not say it does. Having them be in mesh bags not good enough then use sovereign glue, that will make them one item. Honestly I am surprised no one argued against using spellwrought tattoo as an infusion to cast ceremony. However if your DM blocks that you can use the alchemy jug to get acid vials that do the same damage, weigh the same, and cost the same price of an empty vial. The Demogorgon isn’t resistant or immune to acid damage. I just thought it was appropriate for the prince of demons to be killed by radiant damage.
“While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier.” At the levels you would be doing this kind of adventure it would be tier 4. At level 17 on up the proficiency bonus is +6, the intelligence modifier should be +5, and you should really have the all-purpose tool which give a +1-3 depending on its rarity. That totals the save at 8+6+5+1=20 at minimum.
Missed that on the SSI. However you're not applying it correctly either. Assuming 20 INT the target DC to save is still only 13.
It doesn't add another magic item (the all-purpose tool - which requires attunement) to the mix nor does it allow the animated objects to use your proficiency. It only adds your spell casting ability modifier.
Demogorgon still has a DEX save of +10 meaning that on average they all still miss.
if that isn’t good enough for you then try getting your wizard or sorcerer to cast hold monster or have your monk stun them. This will cause an automatic failure of strength and dexterity saves.
The point of your original post is to kill Demogorgon in one round with just an arificier, or at most a typical group with the artificier playing the central role. Its now devolved to relying on a wizard/warlock/sorcerer to cast hold monster or the like (assuming they somehow win initiative) and have Demogrogon fail it's save. And since Demogorgon has 3 legendary resistance meaning at least 4 appropriate attacks before the artificier even acts. Even factoring in the monk's stunning strike Demogorgon still has a CON save of +16. So now the group is at least the artificer, 3 arcane casters and probably a monk. Assuming you did the trick for ceremony. If you didn't manage that then throw in a cleric or paladin. The whole 'artificier does it alone' is not viable.
Jeremy Crawford chose to make it this way because he didn’t want the spell-storing item to turn any weapon into a magic weapon for free.
Because your plan is nothing more than hit demogorgon with lots of magical attacks from multiple sources and the way you're trying to do it doesn't work.
Having the item that catapult is cast on be damaged on take off doesn’t happen because the spell does not say it does. Having them be in mesh bags not good enough then use sovereign glue, that will make them one item.
This was in response to the whole logically the vials shatter on impact instead of limiting the vials to what what spell states. If we apply logic then some vials would shatter at takeoff, especially if they're loosely packed in a mesh bag.
Honestly I am surprised no one argued against using spellwrought tattoo as an infusion to cast ceremony. However if your DM blocks that you can use the alchemy jug to get acid vials that do the same damage, weigh the same, and cost the same price of an empty vial. The Demogorgon isn’t resistant or immune to acid damage. I just thought it was appropriate for the prince of demons to be killed by radiant damage.
Lets address the elephant in the room, Animate Object. The entire plan falls apart if you read the spell.
You can animate up to 10 objects (correct). Your first assumption is that the DM will allow an animated object to be able to use a SSI especially considering that "its Intelligence and Wisdom are 3, and its Charisma is 1" For now, lets assume you talk the DM into it.
While you don't have to be that close, all the animated objects have to be within melee distance (30 feet) of Demogorgon before you can order them to attack. "It has blindsight with a radius of 30 feet and is blind beyond that distance." Outside of 30 feet they cannot sense or target Demogorgon with the spell. Gonna need more characters to carry all those objects close. The monks may work there.
"As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one)" This part screws up your one artificier commanding all ten tin soldiers. "Take SSI and cast Catapult" They all act simultaneously and end up fighting over the SSI.
"You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor." and "If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it." Using an offensive spell from an SSI is an attack. The spell itself limits the type of attack they can make meaning no use of an offensive SSI or other magical attack.
Killing the Demogorgon in 1 round it's a tough challenge on the character, because I have to know what class is the character plus the level. So, if you say IN ONE TURN instead of ""one round"", then it's a fair challenge.
* The Artificer who takes Artillerist profession have the easy way to kill the Demogorgon ( using Catapult spell + 2 attacks with the Cannon )
* The Paladin who takes Oathbreaker can either choose kill the Demogorgon or use it as a mounting animal. ( they both are Chaotical evil ..... or almost ... hehehe ).
* The other classes MUST not to choose soloing the Demogorgon....
Killing the Demogorgon in 1 round it's a tough challenge on the character, because I have to know what class is the character plus the level. So, if you say IN ONE TURN instead of ""one round"", then it's a fair challenge.
* The Artificer who takes Artillerist profession have the easy way to kill the Demogorgon ( using Catapult spell + 2 attacks with the Cannon )
How? I'm not seeing how an artillerist is putting out 450+ damage in one round. The cannons do 2d8 force damage and at higher levels you can have 2 (4d8). Then if you use the catapult trick (which takes more than one artificer to pull off) with 5 vials of holy water that 10d6 radiant + 3d8 catapult +4d8 more for up-cast. For 10d6+11d8 on average that's 84 damage assuming average and a failed save. Even at max and no saving throw that's only 148 damage.
* The Paladin who takes Oathbreaker can either choose kill the Demogorgon or use it as a mounting animal. ( they both are Chaotical evil ..... or almost ... hehehe ).
* The other classes MUST not to choose soloing the Demogorgon....
Lots of DM shenanigans there, but if that's the game the group is playing. shrug.
The artificer has a lot of tricks up it’s sleeve but the most damaging one is the spell storing item animate object combo. However if you combine that combo with catapult and holy water you can take down even the most powerful of fiends or undead.
First get the infusion of level one spellwrought tattoo. Every day for fifty days use it to get the spell ceremony. Use ceremony to make a vial of holy water. If you have a cleric or paladin in your party have them do the same too half your time. However that will cost 625 gold pieces of powdered silver for their half so maybe just be patient. After getting 50 vials of holy water, place five to a mesh bag. With ten bags of five pounds of holy water you are ready to take down Demogorgon. Put the spell catapult in your spell storing item and make sure you have the spell animate object prepared.
Interesting note that if you have a bard, wizard, or sorcerer in your party you can do this combo at level 11 when you get the spell storing item. Just make sure your party member gets the animate object spell then.
Now before you unleash your combo be sure to get rid of his legendary resistances. The spell mind sliver has a intelligence saving throw which is his weakest save at just +5. Once they are gone use animate objects create ten tiny constructs to cast catapult ten times in a round with the spell storing item on the bags of holy water. This will cause 30d8 (135 average) magical bludgeoning damage and 100d6 (350 average) radiant damage to the fiend for a total average damage of 485 damage. That is 21 points over his average total.
Of course then you have to deal with the consequences of killing the King of demons but hey at least you beat him.
Also if you are going against different types of monsters then acid vials are good too. The alchemist jug can provide those.
Here are some videos to help with the idea.
https://youtube.com/shorts/lxm0Q1Thges?feature=share
https://youtube.com/shorts/WxyYnwBMfKo?feature=share
https://youtube.com/shorts/znIQezYGgpY?feature=share
So the entire thing is hit demogorgon with a large number of attacks and just increase the number of creatures attacking.
Lets ignore if an animated object (construct) can even use a spell storing item. The artificier only gets one spell storing item. At this point it's you and your 9 other artificers friends and one animate object spell with lots of holy water.
You also mention getting rid of the legendary resistance then mention a cantrip, that's not even on the artificier list, that will be completely ignored by any legednary creature. It's also not on the paladin or cleric list so adding yet annother character to the mix.
At this point you've got yourself, 9 artificiers, 1 paladin and/or 1 cleric and at least 1 wizard/warlock/sorcerer for a cantrip. If you're relying on mind sliver to get rid of legendary saves then at least 3 rounds unless you increate the number of characters that can cast it. You may as well just say, hit demogorgon with lots of (magical) attacks from 100+ creatures.
An SSI has to be "held", so assuming your DM is willing to let animated objects use their limbs freely (not a given, since the spell works on balls), you'll need to prep something with hands, like a bunch of dolls.
Frankly you might be better off just hiring commoners to stand there ready to fire.
It won't do any radiant damage whatsoever without a substantial house-rule from the DM overcoming both the fact that catapult has no rules for having the contents of the catapulted object hitting the target (remember, your vials are supposed to involve an improvised attack) and the fact that you catapulted a bag, so it's the bag that took damage - the vials inside took 0. Oh, and you need a houserule on how many hit points bags have.
Also, even without legendary resistances, Demogorgon has a non-zero Dexterity save. Don't forget to include that in your math.
You only need 1 SSI if you have a bunch of wielders - each wielder uses their action to operate the SSI and their item interaction to pass the SSI to the next wielder.
I have one philosophy when rules do not cover an unique set up, logic. Logically what would happen if five glass vials in a mesh bag were launched at 90 feet a second at a solid object? They would shatter. What would happen to the liquid contents of said vials if they shattered? They would splash onto what ever they hit. If the liquid was caustic to the living object they hit what would happen? They would do damage. Ergo using catapult to launch a mesh bag containing five holy water vials would do 3d8 bludgeoning damage and 10d6 radiant damage.
Enough Tiny Servants also works for the "pass the SSI" trick and doesn't require concentration. I had not thought of Animate Objects as a way to manipulate the SSI. That is quite clever.
Except it takes an action to cast, using the action available for the item.
Although I will admit it creates a funny visual, ten animated tin soldiers, in lockstep passing a tiny slingshot.
You're forgetting the spell is cast on the bag and half the vials burst on takeoff.
Actually just run the numbers to see how silly the whole scenario is.
Lets assume the animated tin soldiers can be directed to an extent beyond 'attack' so they can pass the SSI and that the DM is allowing an animated object the ability to use an SSI.
They all cast Catapult, which is allows a DEX save for no damage. The targeted save is 8 + proficiency (0) + spell casting ability (0) = 8.
Demogorgon has a DEX +10.
All ten tinmen cast and there are no hits.
“While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier.” At the levels you would be doing this kind of adventure it would be tier 4. At level 17 on up the proficiency bonus is +6, the intelligence modifier should be +5, and you should really have the all-purpose tool which give a +1-3 depending on its rarity. That totals the save at 8+6+5+1=20 at minimum.
if that isn’t good enough for you then try getting your wizard or sorcerer to cast hold monster or have your monk stun them. This will cause an automatic failure of strength and dexterity saves.
i get the feeling you want my plan to fail so you are going out of your way to come up with any reason for it to fail. Animate objects turns the objects int creature and creatures can use objects which is the action for the spell-storing object.
https://www.sageadvice.eu/can-an-artificers-spell-storing-item-be-activated-with-the-use-an-object-action-or-is-it-considered-a-magical-item/
Jeremy Crawford chose to make it this way because he didn’t want the spell-storing item to turn any weapon into a magic weapon for free.
Having the item that catapult is cast on be damaged on take off doesn’t happen because the spell does not say it does. Having them be in mesh bags not good enough then use sovereign glue, that will make them one item.
Honestly I am surprised no one argued against using spellwrought tattoo as an infusion to cast ceremony. However if your DM blocks that you can use the alchemy jug to get acid vials that do the same damage, weigh the same, and cost the same price of an empty vial. The Demogorgon isn’t resistant or immune to acid damage. I just thought it was appropriate for the prince of demons to be killed by radiant damage.
Missed that on the SSI. However you're not applying it correctly either. Assuming 20 INT the target DC to save is still only 13.
Base 8 + Proficiency (0) + spell casting ability modifier (5) = 13
It doesn't add another magic item (the all-purpose tool - which requires attunement) to the mix nor does it allow the animated objects to use your proficiency. It only adds your spell casting ability modifier.
Demogorgon still has a DEX save of +10 meaning that on average they all still miss.
The point of your original post is to kill Demogorgon in one round with just an arificier, or at most a typical group with the artificier playing the central role. Its now devolved to relying on a wizard/warlock/sorcerer to cast hold monster or the like (assuming they somehow win initiative) and have Demogrogon fail it's save. And since Demogorgon has 3 legendary resistance meaning at least 4 appropriate attacks before the artificier even acts. Even factoring in the monk's stunning strike Demogorgon still has a CON save of +16. So now the group is at least the artificer, 3 arcane casters and probably a monk. Assuming you did the trick for ceremony. If you didn't manage that then throw in a cleric or paladin. The whole 'artificier does it alone' is not viable.
Because your plan is nothing more than hit demogorgon with lots of magical attacks from multiple sources and the way you're trying to do it doesn't work.
This was in response to the whole logically the vials shatter on impact instead of limiting the vials to what what spell states. If we apply logic then some vials would shatter at takeoff, especially if they're loosely packed in a mesh bag.
Lets address the elephant in the room, Animate Object. The entire plan falls apart if you read the spell.
You can animate up to 10 objects (correct). Your first assumption is that the DM will allow an animated object to be able to use a SSI especially considering that "its Intelligence and Wisdom are 3, and its Charisma is 1" For now, lets assume you talk the DM into it.
While you don't have to be that close, all the animated objects have to be within melee distance (30 feet) of Demogorgon before you can order them to attack. "It has blindsight with a radius of 30 feet and is blind beyond that distance." Outside of 30 feet they cannot sense or target Demogorgon with the spell. Gonna need more characters to carry all those objects close. The monks may work there.
"As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one)" This part screws up your one artificier commanding all ten tin soldiers. "Take SSI and cast Catapult" They all act simultaneously and end up fighting over the SSI.
"You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor." and "If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it." Using an offensive spell from an SSI is an attack. The spell itself limits the type of attack they can make meaning no use of an offensive SSI or other magical attack.
Killing the Demogorgon in 1 round it's a tough challenge on the character, because I have to know what class is the character plus the level. So, if you say IN ONE TURN instead of ""one round"", then it's a fair challenge.
* The Artificer who takes Artillerist profession have the easy way to kill the Demogorgon ( using Catapult spell + 2 attacks with the Cannon )
* The Paladin who takes Oathbreaker can either choose kill the Demogorgon or use it as a mounting animal. ( they both are Chaotical evil ..... or almost ... hehehe ).
* The other classes MUST not to choose soloing the Demogorgon....
My Ready-to-rock&roll chars:
Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk
How? I'm not seeing how an artillerist is putting out 450+ damage in one round. The cannons do 2d8 force damage and at higher levels you can have 2 (4d8). Then if you use the catapult trick (which takes more than one artificer to pull off) with 5 vials of holy water that 10d6 radiant + 3d8 catapult +4d8 more for up-cast. For 10d6+11d8 on average that's 84 damage assuming average and a failed save. Even at max and no saving throw that's only 148 damage.
Lots of DM shenanigans there, but if that's the game the group is playing. shrug.