Can artificfer create Items tahtboost skill modifiers.
I was looking to improve my Artificer's concentration ability by a few points, but I am honest to busy to go pouring the needless tomes of Dnd 5.0 and 5.5 ed. to find out. The question is ; are there item that will do this . I have tons of ideas but can't find anything about the machanics of doing so. please share you thoughts, ideas and wisdom with me on this and other ideas like it.
you mentioned skill modifiers and concentration which are two completely different things
secondly this is just an assumption but if your looking to boost concentration just have constitution as your second highest ability score(it's pretty normal to have it as the second or third highest score). Cloak of protection or the luckstone would also seem to serve your purposes
and dude please install some autocorrect or something (I'm a person who just hates spelling errors.)
Can artificfer create Items tahtboost skill modifiers.
I was looking to improve my Artificer's concentration ability by a few points, but I am honest to busy to go pouring the needless tomes of Dnd 5.0 and 5.5 ed. to find out. The question is ; are there item that will do this . I have tons of ideas but can't find anything about the machanics of doing so. please share you thoughts, ideas and wisdom with me on this and other ideas like it.
Well, first things first: Concentration isn't a skill, and so improving skill modifiers won't affect it. If what you're trying to do is create an item that will improve your ability to hold Concentration on spells, then what you need is something that improves Constitution saving throws (or saving throws in general).
The most prominent example for Artificers is a ring called a Mind Sharpener, which Artificers can replicate from level 6 and up. When you fail a Concentration saving throw, this item lets you use a Reaction to turn it into a success, 4 times per day.
You might also consider a Cloak of Protection or Ring of Protection (though these aren't available to replicate until level 10 and level 14 respectively) each of which provides a blanket +1 bonus to all saving throws, including Concentration saving throws.
Outside the realm of magic items, there's also the War Caster feat, which gives you advantage on all Concentration saves.
The Manual of Bodily Health will increase your Constitution score by 2 points, which would help your Concentration saving throws. However, it’s a very rare Wondrous Item, so not valid for the Artificer’s Replicate Magic Item feature. You could still craft it using the crafting rules in the DM’s guide (if you have 125 days and 20,025 GP spare).
If you don't mind selling a little bit of your soul, a 1 level dip into Warlock can get you the Eldritch Mind invocation which grants Advantage on Concentration.
I highly suggest pouring over the entirety of the wonderous items list for Common through Rare, since your replicate feature gives you access to them. And further look into very rare items, since you can realistically craft them with enough planning.
Second.... how they're useful depends on your subclass, and what you're needing concentration for. Some spells aren't worth maintaining indefinitely, despite your limited spell slots. And many can be offloaded via magic items, and your Magnum Opus that is the Spell Storing Ring at level 11, to other companions like the homunculus servant.
Third.... there are items specifically made to bump your stats to 19 while attuned. Amulet of Health for Con, Headband of Intellect for Int, and Gauntlets of Ogre power for Str are accessible in your replicate magic item feature (at varying levels). The other stats have similar items, but are scattered in different books.
Thanks Starlinvf, (and all of you who took the time to respond to this post.)
That's very helpful. I am currently playing a multi-class 2nd level Fighter (1) / Artificer(1) .
in monthly campaign so it will be difficult get most of those items based on milestone level advancement.
That said; I was hoping to create some low level equivilant alchemical solution or magic Item to boost my some of my abilities. (a point can makes a world of difference.)
I will do a bit more research than post my findings.
At the end of the day; its my DM's call as to what I'll have access too. Still I will take all of your recommendations under advisement.
Thanks Again for the input,
Sincerely,
MM
PS Have any of you created similar gadgets and gizmo at this low level. If so what stood out, what worked, what didn't
Other than Potions of Giant Strength, theres no other reliable lower level magic items that boosts stats. That's practically be design, since the intended power curve is corralled very hard in Tier 1 and Tier 2 levels.
You'll also have to make big decision before you're too invested, as Artificer is one of the worst classes to multiclass out of, and has limited options when multiclassed into. In short... this class benefits more from monoclass progression than any other class. A lot of that stems from how its level progression is always giving you something useful. Deceptively, it feels weak in tier 1 (1-4) due to limited spell slots, split stat dependence, and narrow feeling combat options. Compared to the other classes that progress rapidly after level 3, especially full casters spell slots. However, at level 5 you get your Keystone subclass upgrade (generally two attacks, or upgraded focus) causing its internal synergy to ramp up rapidly. And Lvl 6 your Replicate feature opens up dramatically, letting you solve a substantial number of party issues via useful magic items.
Depending on which subclass route you're going, and your intended playstyle, determines which route you should take with Feats and Stats. Artificer has the capacity to substitute INT for any combat related stat roll (either as a sub-class feature, or by using True Strike), letting you focus on INT and CON without hurting you. And access to spells and feats will help you against the other saving throw types.
If you're gonna stay Fighter Primary/Artificer dip, than you'll want War Mage at Fighter lv 4, for Adv on concentration and Cantrips as an AOP (which is excellent when paired with Vinewhip to keep things from escaping). If you have access to Grim Hollow books, Free Sword Mercenary’s Will Feat gives you Adv on all saving throws that involve conditions, which you can take a lvl 6 Fighter. Charmed is a condition, and a ton of spells are linked to it. If your Con stat is already high, maybe swap that order for the better saving throws, and get war mage later.
As for Gizmos..... Artificer is NOT that type of class at its core, and is more Magically Enhanced Craftsmen. Think Wizard if they went to a Vocational school. That said, there is the new Maverick sub-class that amounts to "we pretend its a mad inventor, but mechanically they're just making spell scrolls" if you wanna play up that character trope.
As for final advise, I would think hard about either going full Fighter or full Artificer instead of multiclassing the two, as you're gonna be hampered by split progression. Both those classes don't get interesting until Tier 2 (lv5+), and Fighter might have better options via subclasses.
In fact...... You're probably better off with Fighter Living Crucible Subclass, as you can cook your own drugs and ingest them in combat. Theres a wide range of capabilities it offers, and the Advantage Roll based ones are mathematically equivalent to a +3 average.
In my intial concept I was only going to be Articifer till level 5 but I would lose out on the cool fighter stuff.
He was to be a fighter full on but, i found a little dap of magic will do a fighter good. but I'm not big on wizards/ sorcerers as much as most of my TTRPG campanions.
that said I believe fighter is the way to go but honestly I'm not high on the fighter subclass in basic. your quote seem to be more in line with my thinking.
" As for Gizmos..... Artificer is NOT that type of class at its core, and is more Magically Enhanced Craftsmen. Think Wizard if they went to a Vocational school. That said, there is the new Maverick sub-class that amounts to "we pretend its a mad inventor, but mechanically they're just making spell scrolls" if you wanna play up that character trope."
I think I like this the idea you had about going into War mage but I want the magic to be more for flavor and variety for this PC ; not as obvious but understated so I will look into this as it seems to fit my play style a bit more.
" stay Fighter Primary/Artificer dip, than you'll want War Mage at Fighter lv 4, for Adv on concentration and Cantrips as an AOP (which is excellent when paired with Vinewhip to keep things from escaping). If you have access to Grim Hollow books, Free Sword Mercenary’s Will Feat gives you Adv on all saving throws that involve conditions, which you can take a lvl 6 Fighter. Charmed is a condition, and a ton of spells are linked to it. If your Con stat is already high, maybe swap that order for the better saving throws, and get war mage later. "
I truly appreciate your input.
I'll do some more research and delve deeper into Fighter primary and subclasses options that you reccommedned this PC seems to be along these lines of thought.
I have a question for anyone who can answer it,
Can artificfer create Items tahtboost skill modifiers.
I was looking to improve my Artificer's concentration ability by a few points, but I am honest to busy to go pouring the needless tomes of Dnd 5.0 and 5.5 ed. to find out. The question is ; are there item that will do this . I have tons of ideas but can't find anything about the machanics of doing so. please share you thoughts, ideas and wisdom with me on this and other ideas like it.
first what exactly are you looking for?
you mentioned skill modifiers and concentration which are two completely different things
secondly this is just an assumption but if your looking to boost concentration just have constitution as your second highest ability score(it's pretty normal to have it as the second or third highest score). Cloak of protection or the luckstone would also seem to serve your purposes
and dude please install some autocorrect or something (I'm a person who just hates spelling errors.)
Extended signature
Well, first things first: Concentration isn't a skill, and so improving skill modifiers won't affect it. If what you're trying to do is create an item that will improve your ability to hold Concentration on spells, then what you need is something that improves Constitution saving throws (or saving throws in general).
The most prominent example for Artificers is a ring called a Mind Sharpener, which Artificers can replicate from level 6 and up. When you fail a Concentration saving throw, this item lets you use a Reaction to turn it into a success, 4 times per day.
You might also consider a Cloak of Protection or Ring of Protection (though these aren't available to replicate until level 10 and level 14 respectively) each of which provides a blanket +1 bonus to all saving throws, including Concentration saving throws.
Outside the realm of magic items, there's also the War Caster feat, which gives you advantage on all Concentration saves.
pronouns: he/she/they
The Manual of Bodily Health will increase your Constitution score by 2 points, which would help your Concentration saving throws. However, it’s a very rare Wondrous Item, so not valid for the Artificer’s Replicate Magic Item feature. You could still craft it using the crafting rules in the DM’s guide (if you have 125 days and 20,025 GP spare).
I think the mind sharpener is the easiest way to protect concentration (that and war caster)
If you don't mind selling a little bit of your soul, a 1 level dip into Warlock can get you the Eldritch Mind invocation which grants Advantage on Concentration.
Thanks for all of your feedback folks.
Mike
I highly suggest pouring over the entirety of the wonderous items list for Common through Rare, since your replicate feature gives you access to them. And further look into very rare items, since you can realistically craft them with enough planning.
Second.... how they're useful depends on your subclass, and what you're needing concentration for. Some spells aren't worth maintaining indefinitely, despite your limited spell slots. And many can be offloaded via magic items, and your Magnum Opus that is the Spell Storing Ring at level 11, to other companions like the homunculus servant.
Third.... there are items specifically made to bump your stats to 19 while attuned. Amulet of Health for Con, Headband of Intellect for Int, and Gauntlets of Ogre power for Str are accessible in your replicate magic item feature (at varying levels). The other stats have similar items, but are scattered in different books.
Thanks Starlinvf, (and all of you who took the time to respond to this post.)
That's very helpful. I am currently playing a multi-class 2nd level Fighter (1) / Artificer(1) .
in monthly campaign so it will be difficult get most of those items based on milestone level advancement.
That said; I was hoping to create some low level equivilant alchemical solution or magic Item to boost my some of my abilities. (a point can makes a world of difference.)
I will do a bit more research than post my findings.
At the end of the day; its my DM's call as to what I'll have access too. Still I will take all of your recommendations under advisement.
Thanks Again for the input,
Sincerely,
MM
PS Have any of you created similar gadgets and gizmo at this low level. If so what stood out, what worked, what didn't
respond at your leisure. and thanks again.
Other than Potions of Giant Strength, theres no other reliable lower level magic items that boosts stats. That's practically be design, since the intended power curve is corralled very hard in Tier 1 and Tier 2 levels.
You'll also have to make big decision before you're too invested, as Artificer is one of the worst classes to multiclass out of, and has limited options when multiclassed into. In short... this class benefits more from monoclass progression than any other class. A lot of that stems from how its level progression is always giving you something useful. Deceptively, it feels weak in tier 1 (1-4) due to limited spell slots, split stat dependence, and narrow feeling combat options. Compared to the other classes that progress rapidly after level 3, especially full casters spell slots. However, at level 5 you get your Keystone subclass upgrade (generally two attacks, or upgraded focus) causing its internal synergy to ramp up rapidly. And Lvl 6 your Replicate feature opens up dramatically, letting you solve a substantial number of party issues via useful magic items.
Depending on which subclass route you're going, and your intended playstyle, determines which route you should take with Feats and Stats. Artificer has the capacity to substitute INT for any combat related stat roll (either as a sub-class feature, or by using True Strike), letting you focus on INT and CON without hurting you. And access to spells and feats will help you against the other saving throw types.
If you're gonna stay Fighter Primary/Artificer dip, than you'll want War Mage at Fighter lv 4, for Adv on concentration and Cantrips as an AOP (which is excellent when paired with Vinewhip to keep things from escaping). If you have access to Grim Hollow books, Free Sword Mercenary’s Will Feat gives you Adv on all saving throws that involve conditions, which you can take a lvl 6 Fighter. Charmed is a condition, and a ton of spells are linked to it. If your Con stat is already high, maybe swap that order for the better saving throws, and get war mage later.
As for Gizmos..... Artificer is NOT that type of class at its core, and is more Magically Enhanced Craftsmen. Think Wizard if they went to a Vocational school. That said, there is the new Maverick sub-class that amounts to "we pretend its a mad inventor, but mechanically they're just making spell scrolls" if you wanna play up that character trope.
As for final advise, I would think hard about either going full Fighter or full Artificer instead of multiclassing the two, as you're gonna be hampered by split progression. Both those classes don't get interesting until Tier 2 (lv5+), and Fighter might have better options via subclasses.
In fact...... You're probably better off with Fighter Living Crucible Subclass, as you can cook your own drugs and ingest them in combat. Theres a wide range of capabilities it offers, and the Advantage Roll based ones are mathematically equivalent to a +3 average.
https://www.dndbeyond.com/classes/2190879-fighter#LivingCrucible
Thanks for the feedback and and insight.
In my intial concept I was only going to be Articifer till level 5 but I would lose out on the cool fighter stuff.
He was to be a fighter full on but, i found a little dap of magic will do a fighter good. but I'm not big on wizards/ sorcerers as much as most of my TTRPG campanions.
that said I believe fighter is the way to go but honestly I'm not high on the fighter subclass in basic. your quote seem to be more in line with my thinking.
" As for Gizmos..... Artificer is NOT that type of class at its core, and is more Magically Enhanced Craftsmen. Think Wizard if they went to a Vocational school. That said, there is the new Maverick sub-class that amounts to "we pretend its a mad inventor, but mechanically they're just making spell scrolls" if you wanna play up that character trope."
I think I like this the idea you had about going into War mage but I want the magic to be more for flavor and variety for this PC ; not as obvious but understated so I will look into this as it seems to fit my play style a bit more.
" stay Fighter Primary/Artificer dip, than you'll want War Mage at Fighter lv 4, for Adv on concentration and Cantrips as an AOP (which is excellent when paired with Vinewhip to keep things from escaping). If you have access to Grim Hollow books, Free Sword Mercenary’s Will Feat gives you Adv on all saving throws that involve conditions, which you can take a lvl 6 Fighter. Charmed is a condition, and a ton of spells are linked to it. If your Con stat is already high, maybe swap that order for the better saving throws, and get war mage later. "
I truly appreciate your input.
I'll do some more research and delve deeper into Fighter primary and subclasses options that you reccommedned this PC seems to be along these lines of thought.
If you’re mostly wanting a Fighter with a bit of magic, then Eldritch Knight might be the one for you.