I believe that this magic item is too damn powerful, and it is not the special cantrip or bonus to attack, but the ability to turn into ANY artisan’s tool with proficiency that makes this magic item unbalanced.
RAW the item " transform it into any type of artisan’s tool of your choice". These are whole kits of equipment, tools and materials.
This item alone is better than the Artificers, the same and only class that can use this item, 3rd level ability "Right tool for the Job". I believe this is not beneficial to the class.
The stuff you can do with in game if you have proficiency in every tool, and access to every tool can be broken. Looking into the updated rules in XGTE, an artificer will never be out of arrows, will always have shelter on a long rest, can provide +1 hp per hit dice on a short rest, and be able to do double damage to structures in combat, all with an action of effort.
Never might that he would have access to a bag of holding worth of useful items (string, clasps, hammers, charcoal sticks, lens, saws etc.)
I believe that the idea of this item (RAI) was to be something like a magic multi tool and not something this powerful. SO I propose this home brew to replace the above quote
"Transforms into a piece of non consumable Other Adventuring Gear (as list in the PHB ) that weights less then 5 pounds, and you are proficient with this item. If the item is a container… whatever it is holding falls to the ground once this transformation is over. "
By non consumable this removes things like ball bearings, crossbow bolts, calthrops, pages (but you could make a book, just not save what you wrote in it) and spikes. Less then 5 pounds allows for items like hammers, shovel, crowbars, but removes heavy sledges, iron pots, rope and the like. It would include vials, packs, and baskets, but with a limitation. Lanterns would work, but would need oil to function (as it is a container). There might be the odd item, like a blanket (a mylar space blanket?) that would be hard to explain but that would be the magic of it.
Having proficiency in a single tool is less game impacting then a full kit, and with this option, the use of summoning a full kit is still unique to RTFTJ feature.
So what are your thoughts? Is this item too powerful or is it just me? Do this homebrew work? How would you change it?
I play an Artillerist (lvl 5) and started with an All-Purpose Tool (DM's cool like that). We're playing Icespire and I found that the tool really helped with knowledge check and exploration rolls but it hasn't really made me broken. I mostly use it for the cantrips. I've been able to use Eldritch Blast and Shillelagh as Artificer spells which have been really nice.
If you want to balance better, I would say remove the proficiency that's gained with each tool transformation. My character has proficiency with Smith's Tools, Woodcarver's Tools, Carpenter's Tools, Thieves' Tools, Tinker Tools, and Alchemist Supplies so I can still do a lot, and having the All-Purpose means I don't have to lug all those around.
But... as a trade-off, let's have the bonus cantrip last for a full 24 hours instead of 8 (no one pays attention to that anyway)
...a piece of non consumable adventuring gear (as list in the PHB ) that weights less then 5 pounds...
Technically that would include wands, which would let an Artilerist make it into their Arcane Firearm, which would be a pretty nice combo. (And could include rods, and the DM could let a rod be used for Shillelagh, and now the Artilerist could have an Int-based Shillelagh Arcane Firearm, casting Green Flame Blade or Booming Blade...)
...a piece of non consumable adventuring gear (as list in the PHB ) that weights less then 5 pounds...
Technically that would include wands, which would let an Artilerist make it into their Arcane Firearm, which would be a pretty nice combo. (And could include rods, and the DM could let a rod be used for Shillelagh, and now the Artilerist could have an Int-based Shillelagh Arcane Firearm, casting Green Flame Blade or Booming Blade...)
This is exactly what I do except I use a staff that is also an Enhanced Arcane Focus. What's even better, is that after I hit with Shillelagh/Booming Blade, my Eldritch Force Ballista hits them and knocks them back 5 ft out of melee range. So then if they want a piece of me it's gonna cost them 2d8 in Thunder Damage. And my AC with all my infusions is 20 so I can swap between melee/tank and ranged without issue.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I believe that this magic item is too damn powerful, and it is not the special cantrip or bonus to attack, but the ability to turn into ANY artisan’s tool with proficiency that makes this magic item unbalanced.
I believe that the idea of this item (RAI) was to be something like a magic multi tool and not something this powerful. SO I propose this home brew to replace the above quote
By non consumable this removes things like ball bearings, crossbow bolts, calthrops, pages (but you could make a book, just not save what you wrote in it) and spikes. Less then 5 pounds allows for items like hammers, shovel, crowbars, but removes heavy sledges, iron pots, rope and the like. It would include vials, packs, and baskets, but with a limitation. Lanterns would work, but would need oil to function (as it is a container). There might be the odd item, like a blanket (a mylar space blanket?) that would be hard to explain but that would be the magic of it.
Having proficiency in a single tool is less game impacting then a full kit, and with this option, the use of summoning a full kit is still unique to RTFTJ feature.
So what are your thoughts? Is this item too powerful or is it just me? Do this homebrew work? How would you change it?
I play an Artillerist (lvl 5) and started with an All-Purpose Tool (DM's cool like that). We're playing Icespire and I found that the tool really helped with knowledge check and exploration rolls but it hasn't really made me broken. I mostly use it for the cantrips. I've been able to use Eldritch Blast and Shillelagh as Artificer spells which have been really nice.
If you want to balance better, I would say remove the proficiency that's gained with each tool transformation. My character has proficiency with Smith's Tools, Woodcarver's Tools, Carpenter's Tools, Thieves' Tools, Tinker Tools, and Alchemist Supplies so I can still do a lot, and having the All-Purpose means I don't have to lug all those around.
But... as a trade-off, let's have the bonus cantrip last for a full 24 hours instead of 8 (no one pays attention to that anyway)
Technically that would include wands, which would let an Artilerist make it into their Arcane Firearm, which would be a pretty nice combo. (And could include rods, and the DM could let a rod be used for Shillelagh, and now the Artilerist could have an Int-based Shillelagh Arcane Firearm, casting Green Flame Blade or Booming Blade...)
This is exactly what I do except I use a staff that is also an Enhanced Arcane Focus. What's even better, is that after I hit with Shillelagh/Booming Blade, my Eldritch Force Ballista hits them and knocks them back 5 ft out of melee range. So then if they want a piece of me it's gonna cost them 2d8 in Thunder Damage. And my AC with all my infusions is 20 so I can swap between melee/tank and ranged without issue.