If you plan it out you can have a total of 46 to 50 spell slots at a time at level 19. 6 enspelled armor level 1 shield spell
6 enspelled staff level 3 spells
6 enspelled weapon level 3 spell
10 spell-storing item on weapon level 3
1-5 spell-storing ring level varies
1 spellwrought tattoo (uncommon) level 3
1 spell refueling ring level 3
15 regular spell slots
total 46-50 spell slots. You are limited in spell level on the enspelled armor because you can only have 3 rare items at a time so the spell-storing ring, enspelled staff, enspelled weapon are all rare while the rest are uncommon. You are also not restricted by the artificers spell list for the spellwrought tattoo, enspelled items and the spell-storing ring. You can literally cast spells every turn for 4 minutes and 54 seconds.
(Edit) so I forgot about drain magic item. Add 6 level 2 spell for a total of 52-57 spell slots.
I could feed a whole village every day if I set all those items and used all my level 3 and above spell slots to create food and water. 33 spell slots x 45 pounds of food = 1485 pounds of food and 990 gallons of water. A person needs just 1 pound of food a day and 1 gallon of water a day. That is a whole village fed every day.
I know flavor is free, but I would have liked them to lean into "Use whatever tools your Artificer is proficient with to do your subclass stuff." instead of demanding specific types for those features.
Build a "Steel Defender" with Mason's Tools, Weaver's Tools, or Cook's Utensils? Go for it!
Create an Eldritch Cannon with Glassblowers' Tools, Painter's Supplies, or Brewers' Supplies? No Problem!
Construct your Arcane Armor with Calligrapher's Supplies, Potter's Tools, or Cartographer's tools? Do what you want, it's magic!
Create an elixir with Jeweler's Tools, Leatherworker's Tools, or Cobbler's Tools? Mechanically, it's a bonus-acton usable, single use magical item; still workable.
At the very least, might help to pull a bit of the default steampunk flavor off the Artificer, the way that there's been a move towards pulling the default cultural assumptions away from the Monk class, making it feel more compatible with a wider variety of campaigns.
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🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
I know flavor is free, but I would have liked them to lean into "Use whatever tools your Artificer is proficient with to do your subclass stuff." instead of demanding specific types for those features.
Build a "Steel Defender" with Mason's Tools, Weaver's Tools, or Cook's Utensils? Go for it!
Create an Eldritch Cannon with Glassblowers' Tools, Painter's Supplies, or Brewers' Supplies? No Problem!
Construct your Arcane Armor with Calligrapher's Supplies, Potter's Tools, or Cartographer's tools? Do what you want, it's magic!
Create an elixir with Jeweler's Tools, Leatherworker's Tools, or Cobbler's Tools? Mechanically, it's a bonus-acton usable, single use magical item; still workable.
At the very least, might help to pull a bit of the default steampunk flavor off the Artificer, the way that there's been a move towards pulling the default cultural assumptions away from the Monk class, making it feel more compatible with a wider variety of campaigns.
I would allow these things, but I know a lot of DMs wouldn't like it. So I think it's a good thing that it's not like that in the book. That way, other DMs can keep the flavor the way they like without being seen as the bad guys, and DMs like you and I can just as easily allow them to change the flavor if players want to.
I could feed a whole village every day if I set all those items and used all my level 3 and above spell slots to create food and water. 33 spell slots x 45 pounds of food = 1485 pounds of food and 990 gallons of water. A person needs just 1 pound of food a day and 1 gallon of water a day. That is a whole village fed every day.
Why stop there when you can build an immortal army of homunculi that ride otherworldly steeds? You can create an entire cult around your character, and an army, and just move onto godhood from there.
Homunculus Servant and Find Steed probably shouldn't be spells to avoid Enspelled item shenanigans.
It would be cool if Magical Tinkering leveled up to include some or all the items in the common implements magic item table in the DMG. Of those, the ones that I see even possibly becoming an issue are the potions, the perfume of bewitching, and the clockwork amulet. Even then, those are spells and abilities largely available from level 1.
I'm also disappointed that Armorer's special weapons don't even include possible masteries. The special abilities are probably intended to make up for that, but it would be a lot cooler if they were available for players wanting to invest more heavily into their special class feature.
I could feed a whole village every day if I set all those items and used all my level 3 and above spell slots to create food and water. 33 spell slots x 45 pounds of food = 1485 pounds of food and 990 gallons of water. A person needs just 1 pound of food a day and 1 gallon of water a day. That is a whole village fed every day.
Why stop there when you can build an immortal army of homunculi that ride otherworldly steeds? You can create an entire cult around your character, and an army, and just move onto godhood from there.
Homunculus Servant and Find Steed probably shouldn't be spells to avoid Enspelled item shenanigans.
or the much older Spellwrought Tattoo schenanigans. (suppose it is quite thematically appropriate for an artificer to build an army of constructs)
given that we can't un-spell Find Steed, the next best thing is probably to make it so that artificers can only Replicate magic items with spells contained in the cleric, druid or wizard spell list, similar to how bards can only use those lists for their magical secrets now or how Magic Initiate now only covers those lists.
speaking of those lists, I'd love to see a ribbon feature added to the artificer letting them ignore the prepared spell requirements for crafting spells using the rules in the DMG if the required spells they don't have prepared are on the cleric, druid or wizard spell list. That way there are no niche ways that a wizard can craft items that an artificer cannot, and you also mostly avoid situations where an artificer has Plans for magic items that they could never manage to craft permanently without multiclassing.
Of course, WotC seems to have a burning hatred for ribbon features among core class features; that's the only way i can rationalize rangers loosing access to Land's Stride for instance, so what i just mentioned would probably not happen.
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
It would be cool if Magical Tinkering leveled up to include some or all the items in the common implements magic item table in the DMG. Of those, the ones that I see even possibly becoming an issue are the potions, the perfume of bewitching, and the clockwork amulet. Even then, those are spells and abilities largely available from level 1.
I'm also disappointed that Armorer's special weapons don't even include possible masteries. The special abilities are probably intended to make up for that, but it would be a lot cooler if they were available for players wanting to invest more heavily into their special class feature.
The feature would be way more fun if instead of mundane items, it was a list of common and niche magic items that lasted until the end of a long rest. Let me pull out 6 Capes of Billowing on demand and now we're talking. :-)
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If you plan it out you can have a total of 46 to 50 spell slots at a time at level 19.
6 enspelled armor level 1 shield spell
6 enspelled staff level 3 spells
6 enspelled weapon level 3 spell
10 spell-storing item on weapon level 3
1-5 spell-storing ring level varies
1 spellwrought tattoo (uncommon) level 3
1 spell refueling ring level 3
15 regular spell slots
total 46-50 spell slots. You are limited in spell level on the enspelled armor because you can only have 3 rare items at a time so the spell-storing ring, enspelled staff, enspelled weapon are all rare while the rest are uncommon. You are also not restricted by the artificers spell list for the spellwrought tattoo, enspelled items and the spell-storing ring. You can literally cast spells every turn for 4 minutes and 54 seconds.
(Edit) so I forgot about drain magic item. Add 6 level 2 spell for a total of 52-57 spell slots.
I could feed a whole village every day if I set all those items and used all my level 3 and above spell slots to create food and water. 33 spell slots x 45 pounds of food = 1485 pounds of food and 990 gallons of water. A person needs just 1 pound of food a day and 1 gallon of water a day. That is a whole village fed every day.
I know flavor is free, but I would have liked them to lean into "Use whatever tools your Artificer is proficient with to do your subclass stuff." instead of demanding specific types for those features.
Build a "Steel Defender" with Mason's Tools, Weaver's Tools, or Cook's Utensils? Go for it!
Create an Eldritch Cannon with Glassblowers' Tools, Painter's Supplies, or Brewers' Supplies? No Problem!
Construct your Arcane Armor with Calligrapher's Supplies, Potter's Tools, or Cartographer's tools? Do what you want, it's magic!
Create an elixir with Jeweler's Tools, Leatherworker's Tools, or Cobbler's Tools? Mechanically, it's a bonus-acton usable, single use magical item; still workable.
At the very least, might help to pull a bit of the default steampunk flavor off the Artificer, the way that there's been a move towards pulling the default cultural assumptions away from the Monk class, making it feel more compatible with a wider variety of campaigns.
🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
Charisma Saving Throw: DC 18, Failure: 20d6 Psychic Damage, Success: Half damage
I would allow these things, but I know a lot of DMs wouldn't like it. So I think it's a good thing that it's not like that in the book. That way, other DMs can keep the flavor the way they like without being seen as the bad guys, and DMs like you and I can just as easily allow them to change the flavor if players want to.
Why stop there when you can build an immortal army of homunculi that ride otherworldly steeds? You can create an entire cult around your character, and an army, and just move onto godhood from there.
Homunculus Servant and Find Steed probably shouldn't be spells to avoid Enspelled item shenanigans.
It would be cool if Magical Tinkering leveled up to include some or all the items in the common implements magic item table in the DMG. Of those, the ones that I see even possibly becoming an issue are the potions, the perfume of bewitching, and the clockwork amulet. Even then, those are spells and abilities largely available from level 1.
I'm also disappointed that Armorer's special weapons don't even include possible masteries. The special abilities are probably intended to make up for that, but it would be a lot cooler if they were available for players wanting to invest more heavily into their special class feature.
or the much older Spellwrought Tattoo schenanigans. (suppose it is quite thematically appropriate for an artificer to build an army of constructs)
given that we can't un-spell Find Steed, the next best thing is probably to make it so that artificers can only Replicate magic items with spells contained in the cleric, druid or wizard spell list, similar to how bards can only use those lists for their magical secrets now or how Magic Initiate now only covers those lists.
speaking of those lists, I'd love to see a ribbon feature added to the artificer letting them ignore the prepared spell requirements for crafting spells using the rules in the DMG if the required spells they don't have prepared are on the cleric, druid or wizard spell list. That way there are no niche ways that a wizard can craft items that an artificer cannot, and you also mostly avoid situations where an artificer has Plans for magic items that they could never manage to craft permanently without multiclassing.
Of course, WotC seems to have a burning hatred for ribbon features among core class features; that's the only way i can rationalize rangers loosing access to Land's Stride for instance, so what i just mentioned would probably not happen.
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
The feature would be way more fun if instead of mundane items, it was a list of common and niche magic items that lasted until the end of a long rest. Let me pull out 6 Capes of Billowing on demand and now we're talking. :-)