My artillerist artificer's background is basically a magical shop teacher/professor. So, I'd like him to be able to craft magical items during non-combat times. They'd be sold for gold or used by me and my companions. My DM has okayed this, but with some home-brew crafting rules. To create an item i would need the following:
Plans, blueprints, or other knowledge of how to make a particular item
a "keystone" material needed to make that item (would vary depending on the item and how powerful it is. These materials would be found during our adventures)
Circumstances to make the item (a special lab or workshop, phenomena like a thunderstorm, etc. Again, depending on how powerful the item is)
To make the item I'd need an Arcana and tool check as well, tied to number of days spend on the item. More time spent would be a lower DC.
So with that in mind, as I weigh which level 4 feat to choose, what would help me most with crafting and succeeding on that skill check? I'm tempted by raw ASI to give me +2 to INT, boosting me to 18 INT and +6 arcana (plus higher spell DC, +4 modifier and +7 spell attack with my +1 wand). But I'm also tempted by Skill Expert to give me expertise in Arcana (cranking it to 7) but lower modifier (3), spell attack (6), and int-based saves(+5) compared to the raw INT ASI. And of course all those other nice int-based feats like fey touched, shadow touched, telekinetic, telepathic that give nice free spells and other benefits! Even Lucky would be nice sometimes.
During combat, my character prefers ranged and control/support. What do y'all think?
More INT is brilliant on an artificer, because they use it for everything. Getting to 18 is hugely beneficial. It shows up in your attack, your damage, your spell save DC and all the things. When you get to Flash of Genius at level 7, you'll be wanting each one of those INT points.
(Use the 2024 True Strike cantrip for all your Repeating Shot attacks, in case you haven't found that, so that your modifier is INT instead of DEX.)
I do also love Telekinetic on an Artificer - Artificer is light on cantrips so getting free (and invisible) mage hand is quite nice, and the Shove is good for helping yourself or allies out of tight spots without provoking opportunity attacks. It's a fun feature to have and especially if it meshes with other things your character does. However, the Shove uses your bonus action, and you will want that every turn for the cannon. (Fey Touched/Misty Step has the same problem, but if you need to get away giving up a turn with the cannon may still be worth it.)
If you haven't already done Magic Initiate that is also a way to get two cantrips and a free first level spell. My artillerist has Magic Missile.
For combat, consider what you have as a melee/touch option. You PLAN to be at range but your enemies don't have to respect that. If enemies surround you, you're pretty much down to the dagger or you are attacking with disadvantage. Having at least one option there is nice.
And... the first thing you should craft or buy, if your DM allows, is an All-Purpose Tool: +1 to your attacks and saves, plus a free cantrip every day.
Those are some good takes, thanks! I do plan to use true strike a lot with a crossbow. I have Shocking Grasp for melee so I have the chance to stun and run away.
I didn't know the all-purpose tool grants a free cantrip! Definitely gonna have to see if I can get my hands on one
Heliana's Monster Hunting Guide. Even if you don't use the crafting rules verbatim, theres a lot of stuff in there you can steal for bespoke crafting and harvesting rules. There are 4 entry level crafting and harvesting related feat/feat lines. Three of high interest are Jack of All Tools, Expert Forger and Expert Enchanter. To explain this, a basic idea of crafting in that book defines the processes of Manufacturing, Enchanting, and Forging. Manufacturing is making Mundane items, and are typically the basic items which you enchant later to make magical. Enchanting is the process of taking a mundane item and making it magical, and is exclusive to spell casters. Forging is a hybrid process to allow non-spell casters to make magical items, where they have to do both steps using only raw materials, and time is based on whichever process (Manufacturing or Enchanting) is longer.
Jack of All Tools speeds up your Manufacturing (mundane) cutting the time in half, 3 tool proficiencies, and half proficiency on any check involving tools you're not proficient in.
Expert Forger also cuts the time in half, doubles tool proficiency bonus for manufacturing mundane items, and a perk for adjusting quirks (N/A to you).
Expert Enchanter cuts enchanting time in half, doubles proficiency bonus for skill checks when enchanting items, and the perk to adjust quirks (again N/A).
Depending on what other specific rules are imposed on the crafting process, Expert Enchanter is the most Generic, and allows you to take pre-made mundane items and convert them into a magic item. If you're always expected to also construct the base item, than Expert Forger or Jack of all Tools enhance your ability to use tools/tool bonuses in the crafting process.
Also at lvl 7 you get Flash of Genius, which you can apply to skill checks and saves, which should apply to the way you guys are doing it. And as artillerist, you have a baseline crafting speed bonus to making Wands, dropping the effective crafting time to 1/4th for Wands specifically. You can work with the DM to make custom wands, to offload certain spells that don't have an existing magic item. This option should not be slept on, as it can address a lot of fringe cases.
I would also recommend suggesting changing the rules for item crafting/harvesting to avoid it being exclusively Arcana based, and instead make the relevant skill check based on Keystone material source or source type. Nature for Plants, Survival for Beasts/Dragons, Religion for Fiends/Celestials, Medicine for Humanoids/Undead, Elemental/Fey/Aberration are Arcana, Constructs Investigation, etc. It complicates things slightly, but it encourages your allies to assist with their own areas of knowledge by letting you substitute their skill bonus on a check, and then add your tool proficiency to the check total.
Based on experiences from my current group (and the year long process of convincing the DM to stop using his vibes based rules, and switch to a cut down version of Heliana's), you have to make sure the DM understands that there are two paths that have to kept in mind at almost all times. Magic items you select for, and then gather what you need. And then materials you can obtain by random opportunity (usually via harvesting after encounters), and then figure out what to make with it later. In short... Opportunities the DM can give you based an existing project, and then random opportunities by way of circumstance. In the latter case, you encounter a monster, you harvest it for something significant, then later figure out what you can make from it. This way you can always have something to work on, and give yourself a resource minigame.
I built the majority of my Artificer on unattuned, uncommon magic items, and am only just now shifting to Rare magic items since we're level 8. I have the most magic items by count (a dozen common and uncommon, and 2 rares now), but the highest I have is a rare. I took the Expert Enchanter so I can quickly create and distribute low tier consumables items as contingency (swim speed tokens, medallions, that pebble that lets you breath underwater for an hour, since sea travel is frequently a thing right now). I also focus heavily on utility magic items. But since our group is big, and the DM wants to feel like we're being challenged; I self impose a rule that I can only make 1 instance of permanent magic items, so the DM won't overcompensate thinking we shut down his obstacle. The current group size is 8 (PCs and story NPCs), and we're heading to the a cold biome... So we have 2 pairs of the Winter boots (bought from a shop), and I made a Camper's Respite, a Thermal Cube, and a bear skin blanket (mundane). So the puzzle is how do we distribute these across 8 people, 2 carts, and 2 Horses, so no one freezes while we travel or are at camp. So the DM gets to feel like we're not on easy mode, I get to feel like I addressed a problem, and the other players get to decide who has to risk the cold to stand watch.
More INT is brilliant on an artificer, because they use it for everything. Getting to 18 is hugely beneficial. It shows up in your attack, your damage, your spell save DC and all the things. When you get to Flash of Genius at level 7, you'll be wanting each one of those INT points.
(Use the 2024 True Strike cantrip for all your Repeating Shot attacks, in case you haven't found that, so that your modifier is INT instead of DEX.)
I do also love Telekinetic on an Artificer - Artificer is light on cantrips so getting free (and invisible) mage hand is quite nice, and the Shove is good for helping yourself or allies out of tight spots without provoking opportunity attacks. It's a fun feature to have and especially if it meshes with other things your character does. However, the Shove uses your bonus action, and you will want that every turn for the cannon. (Fey Touched/Misty Step has the same problem, but if you need to get away giving up a turn with the cannon may still be worth it.)
If you haven't already done Magic Initiate that is also a way to get two cantrips and a free first level spell. My artillerist has Magic Missile.
For combat, consider what you have as a melee/touch option. You PLAN to be at range but your enemies don't have to respect that. If enemies surround you, you're pretty much down to the dagger or you are attacking with disadvantage. Having at least one option there is nice.
And... the first thing you should craft or buy, if your DM allows, is an All-Purpose Tool: +1 to your attacks and saves, plus a free cantrip every day.
Vortex Warp and Vine Whip are great for helping reposition allies, and doesn't and leaves your BA open for the Cannon to keep doing Cannon things. Craft/Buy a Wind Fan to deal with things getting too close. Or prepare the Grease Spell or an Oil of Slipperiness (which you can pour to make replicate the Grease spell). Saves you having to spend a Feat on Telekinetic.
And if someone has the Obajima book, Stick Hand is like 15ft of mage hand.
I may have to check out those extra sourcebooks! Though tbh the straight up +2 to int is really looking like the best choice. We are leveling up extremely slowly so it’ll serve me well for months or longer.
Unless, of course, my DM allows me to find or craft a Headband of Intellect. Then I’d rather have all the bonus spells!
My artillerist artificer's background is basically a magical shop teacher/professor. So, I'd like him to be able to craft magical items during non-combat times. They'd be sold for gold or used by me and my companions. My DM has okayed this, but with some home-brew crafting rules. To create an item i would need the following:
Plans, blueprints, or other knowledge of how to make a particular item
a "keystone" material needed to make that item (would vary depending on the item and how powerful it is. These materials would be found during our adventures)
Circumstances to make the item (a special lab or workshop, phenomena like a thunderstorm, etc. Again, depending on how powerful the item is)
You dont need "plans", or specific materials, or circumstances. Im guessing that your dm is afraid of you crafting anythjng and i wouldnt be surprised if they just outright ban it after you make a couple items.
I wouldnt invest too heavily in your character until i had a conversation with the dm and was clear that wasnt going to happen.
That said, the common way to prevent a lot of ceafting is to keep the party busy. If adventures are days apart, then there isnt enough downtime to craft much.
Economically, if youre just looking to make some money, a potion of healing is fast and doubles your money. Basically everything you craft could double your money. But the normal rules are it takes a number of days to craft equal to gold value of finished item divided by ten. A potion of healing can be crafted in one day, even thougb its valued at 50 gold.
So if you want to make money/gold fast, then potion of healings will do that. And if the dm says there is a glut in potions of healing, he doesnt understand how dangerous medieval settings are.
Also, look into bastions. You qualify for them at level 5. Theyre part of the 2025 rules. You can build a bastion to build armor or weapons. At higher levels, you cqn use them to craft magical armor. They come with workers who can do things even while youre not around
As an artificer, you may want to get calligraohy tools proficiency and craft level 1 and 2 scrolls that you can use. Artificers are half casters and you will want lots of spells. Scrolls are a way to cast a spell without having it prepared. If its on your spell list, you can use the scroll, even if you dont have the spell prepared that day. Scrolls also let you cast without using a slot, and as a half caster, artificers wont have s lot of slots. Basically craft all the important level 1 spells on your list then level 2, and carry them in your bag of holding until combat gets reslly bad, your out of slots but really need faerie fire.
Yeah, I was hoping to use standard magical items crafting rules, but not in this game! I think the intent is to limit how powerful we are, or make us earn the items? We’ve found plenty of magical items in the dungeon so far, so it’s not like we’re hurting for items.
I’ve got some other ideas for making money that can earn more than 25/day too!
I haven’t looked into bastions yet! But that could be perfect for my character! Several times he’s reprimanded bandits (instead of killing then) and strongly encouraged them to take up a skilled trade. What if my character stated a trade school?!
Anyway, it’s looking pretty likely that I’ll just boost INT by 2 as it’ll be the most useful in most circumstances.
Asauming you built your character qith point buy, you would have bought int to 15 and then taken a background that let you bump it +2 to 17.
Probably Sage background so you can pick up the shield spel, and cast it once without a slot 1/long rest.
Then at level 4, for your feat, id suggest a half feat that lets you +1 your int to 18. Fey Touched is good because it also lets you cast misty step and one first level.spell without using a slot.
The thing about artificer is you are a half caster so you will always feel starved for spells. Using things like sage and fey touched and even shadow touched is a way to get access to some other spells not on the artificer spell list and let you cast it without burning a slot.
So fey touched at level.4, shadow touched at level 8. And by levwl 12, you should have a 20 intelligence score.
Asauming you built your character qith point buy, you would have bought int to 15 and then taken a background that let you bump it +2 to 17.
Probably Sage background so you can pick up the shield spel, and cast it once without a slot 1/long rest.
Then at level 4, for your feat, id suggest a half feat that lets you +1 your int to 18. Fey Touched is good because it also lets you cast misty step and one first level.spell without using a slot.
The thing about artificer is you are a half caster so you will always feel starved for spells. Using things like sage and fey touched and even shadow touched is a way to get access to some other spells not on the artificer spell list and let you cast it without burning a slot.
So fey touched at level.4, shadow touched at level 8. And by levwl 12, you should have a 20 intelligence score.
I did take sage, but I foolishly (?) spread those points between con and int at level 1. At level 2 my int was 16. So if I want it at 18 at level 4 I have to use ASI for a +2 to int. I agree, fey touched would be amazing to have, but I don’t want to be stuck at 17 int until level 8 😩
I did take sage, but I foolishly (?) spread those points between con and int at level 1. At level 2 my int was 16. So if I want it at 18 at level 4 I have to use ASI for a +2 to int. I agree, fey touched would be amazing to have, but I don’t want to be stuck at 17 int until level 8 😩
I usually let my players tweak their builds for the first couple levels. Tell your dm you made a mistake and ask if you can change your background ability score bonuses.
I did take sage, but I foolishly (?) spread those points between con and int at level 1. At level 2 my int was 16. So if I want it at 18 at level 4 I have to use ASI for a +2 to int. I agree, fey touched would be amazing to have, but I don’t want to be stuck at 17 int until level 8 😩
I usually let my players tweak their builds for the first couple levels. Tell your dm you made a mistake and ask if you can change your background ability score bonuses.
I’ll consider it! The extra point in CON has been very useful as well; it’s saved me a couple times
You should be playing a ranged attacker, kite in the back and shoot from afar. And youre getting knocked down consistently? That doesnt seem right.
Oh, and as an artillerist, fireball is on your spell list. At level 11, you can make a spell storing item that can store one artificer spell and cast it 10 times. You should put fireball in it. At which point you are VERY MUCH a ranged attack build.
LOL not consistently. But there have been a few enemies that required a con save or be frightened or paralyzed, and that effect was long range. I definitely try to stay back at all times!
Definitely looking forward to spell storing items but at the pace we're going that won't be for a loooooong time.
Do you have a Homunculus? Theyd also give you some damage output. They dont require any action or bonus action on your part, so you can keep doing whatever you were doing, but add a single 1d6+ force damage melee/range attack.
Use the rules from Eberron: forge of artificer. The earlier rules and the ua rules are much worse.
Unfortunately I don't have a Homunculus since we're using 5.5e rules. I'll have to wait until level 5 when I get access to level 2 spells, and then I will definitely be using one for extra damage!
My artillerist artificer's background is basically a magical shop teacher/professor. So, I'd like him to be able to craft magical items during non-combat times. They'd be sold for gold or used by me and my companions. My DM has okayed this, but with some home-brew crafting rules. To create an item i would need the following:
To make the item I'd need an Arcana and tool check as well, tied to number of days spend on the item. More time spent would be a lower DC.
So with that in mind, as I weigh which level 4 feat to choose, what would help me most with crafting and succeeding on that skill check? I'm tempted by raw ASI to give me +2 to INT, boosting me to 18 INT and +6 arcana (plus higher spell DC, +4 modifier and +7 spell attack with my +1 wand). But I'm also tempted by Skill Expert to give me expertise in Arcana (cranking it to 7) but lower modifier (3), spell attack (6), and int-based saves(+5) compared to the raw INT ASI. And of course all those other nice int-based feats like fey touched, shadow touched, telekinetic, telepathic that give nice free spells and other benefits! Even Lucky would be nice sometimes.
During combat, my character prefers ranged and control/support. What do y'all think?
More INT is brilliant on an artificer, because they use it for everything. Getting to 18 is hugely beneficial. It shows up in your attack, your damage, your spell save DC and all the things. When you get to Flash of Genius at level 7, you'll be wanting each one of those INT points.
(Use the 2024 True Strike cantrip for all your Repeating Shot attacks, in case you haven't found that, so that your modifier is INT instead of DEX.)
I do also love Telekinetic on an Artificer - Artificer is light on cantrips so getting free (and invisible) mage hand is quite nice, and the Shove is good for helping yourself or allies out of tight spots without provoking opportunity attacks. It's a fun feature to have and especially if it meshes with other things your character does. However, the Shove uses your bonus action, and you will want that every turn for the cannon. (Fey Touched/Misty Step has the same problem, but if you need to get away giving up a turn with the cannon may still be worth it.)
If you haven't already done Magic Initiate that is also a way to get two cantrips and a free first level spell. My artillerist has Magic Missile.
For combat, consider what you have as a melee/touch option. You PLAN to be at range but your enemies don't have to respect that. If enemies surround you, you're pretty much down to the dagger or you are attacking with disadvantage. Having at least one option there is nice.
And... the first thing you should craft or buy, if your DM allows, is an All-Purpose Tool: +1 to your attacks and saves, plus a free cantrip every day.
Those are some good takes, thanks! I do plan to use true strike a lot with a crossbow. I have Shocking Grasp for melee so I have the chance to stun and run away.
I didn't know the all-purpose tool grants a free cantrip! Definitely gonna have to see if I can get my hands on one
Heliana's Monster Hunting Guide. Even if you don't use the crafting rules verbatim, theres a lot of stuff in there you can steal for bespoke crafting and harvesting rules. There are 4 entry level crafting and harvesting related feat/feat lines. Three of high interest are Jack of All Tools, Expert Forger and Expert Enchanter. To explain this, a basic idea of crafting in that book defines the processes of Manufacturing, Enchanting, and Forging. Manufacturing is making Mundane items, and are typically the basic items which you enchant later to make magical. Enchanting is the process of taking a mundane item and making it magical, and is exclusive to spell casters. Forging is a hybrid process to allow non-spell casters to make magical items, where they have to do both steps using only raw materials, and time is based on whichever process (Manufacturing or Enchanting) is longer.
Jack of All Tools speeds up your Manufacturing (mundane) cutting the time in half, 3 tool proficiencies, and half proficiency on any check involving tools you're not proficient in.
Expert Forger also cuts the time in half, doubles tool proficiency bonus for manufacturing mundane items, and a perk for adjusting quirks (N/A to you).
Expert Enchanter cuts enchanting time in half, doubles proficiency bonus for skill checks when enchanting items, and the perk to adjust quirks (again N/A).
Depending on what other specific rules are imposed on the crafting process, Expert Enchanter is the most Generic, and allows you to take pre-made mundane items and convert them into a magic item. If you're always expected to also construct the base item, than Expert Forger or Jack of all Tools enhance your ability to use tools/tool bonuses in the crafting process.
Also at lvl 7 you get Flash of Genius, which you can apply to skill checks and saves, which should apply to the way you guys are doing it. And as artillerist, you have a baseline crafting speed bonus to making Wands, dropping the effective crafting time to 1/4th for Wands specifically. You can work with the DM to make custom wands, to offload certain spells that don't have an existing magic item. This option should not be slept on, as it can address a lot of fringe cases.
I would also recommend suggesting changing the rules for item crafting/harvesting to avoid it being exclusively Arcana based, and instead make the relevant skill check based on Keystone material source or source type. Nature for Plants, Survival for Beasts/Dragons, Religion for Fiends/Celestials, Medicine for Humanoids/Undead, Elemental/Fey/Aberration are Arcana, Constructs Investigation, etc. It complicates things slightly, but it encourages your allies to assist with their own areas of knowledge by letting you substitute their skill bonus on a check, and then add your tool proficiency to the check total.
Based on experiences from my current group (and the year long process of convincing the DM to stop using his vibes based rules, and switch to a cut down version of Heliana's), you have to make sure the DM understands that there are two paths that have to kept in mind at almost all times. Magic items you select for, and then gather what you need. And then materials you can obtain by random opportunity (usually via harvesting after encounters), and then figure out what to make with it later. In short... Opportunities the DM can give you based an existing project, and then random opportunities by way of circumstance. In the latter case, you encounter a monster, you harvest it for something significant, then later figure out what you can make from it. This way you can always have something to work on, and give yourself a resource minigame.
I built the majority of my Artificer on unattuned, uncommon magic items, and am only just now shifting to Rare magic items since we're level 8. I have the most magic items by count (a dozen common and uncommon, and 2 rares now), but the highest I have is a rare. I took the Expert Enchanter so I can quickly create and distribute low tier consumables items as contingency (swim speed tokens, medallions, that pebble that lets you breath underwater for an hour, since sea travel is frequently a thing right now). I also focus heavily on utility magic items. But since our group is big, and the DM wants to feel like we're being challenged; I self impose a rule that I can only make 1 instance of permanent magic items, so the DM won't overcompensate thinking we shut down his obstacle. The current group size is 8 (PCs and story NPCs), and we're heading to the a cold biome... So we have 2 pairs of the Winter boots (bought from a shop), and I made a Camper's Respite, a Thermal Cube, and a bear skin blanket (mundane). So the puzzle is how do we distribute these across 8 people, 2 carts, and 2 Horses, so no one freezes while we travel or are at camp. So the DM gets to feel like we're not on easy mode, I get to feel like I addressed a problem, and the other players get to decide who has to risk the cold to stand watch.
Vortex Warp and Vine Whip are great for helping reposition allies, and doesn't and leaves your BA open for the Cannon to keep doing Cannon things. Craft/Buy a Wind Fan to deal with things getting too close. Or prepare the Grease Spell or an Oil of Slipperiness (which you can pour to make replicate the Grease spell). Saves you having to spend a Feat on Telekinetic.
And if someone has the Obajima book, Stick Hand is like 15ft of mage hand.
I may have to check out those extra sourcebooks! Though tbh the straight up +2 to int is really looking like the best choice. We are leveling up extremely slowly so it’ll serve me well for months or longer.
Unless, of course, my DM allows me to find or craft a Headband of Intellect. Then I’d rather have all the bonus spells!
Crafting magic items is standard rules.
https://www.dndbeyond.com/sources/dnd/dmg-2024/treasure#CraftingMagicItems
You dont need "plans", or specific materials, or circumstances. Im guessing that your dm is afraid of you crafting anythjng and i wouldnt be surprised if they just outright ban it after you make a couple items.
I wouldnt invest too heavily in your character until i had a conversation with the dm and was clear that wasnt going to happen.
That said, the common way to prevent a lot of ceafting is to keep the party busy. If adventures are days apart, then there isnt enough downtime to craft much.
Economically, if youre just looking to make some money, a potion of healing is fast and doubles your money. Basically everything you craft could double your money. But the normal rules are it takes a number of days to craft equal to gold value of finished item divided by ten. A potion of healing can be crafted in one day, even thougb its valued at 50 gold.
So if you want to make money/gold fast, then potion of healings will do that. And if the dm says there is a glut in potions of healing, he doesnt understand how dangerous medieval settings are.
Also, look into bastions. You qualify for them at level 5. Theyre part of the 2025 rules. You can build a bastion to build armor or weapons. At higher levels, you cqn use them to craft magical armor. They come with workers who can do things even while youre not around
As an artificer, you may want to get calligraohy tools proficiency and craft level 1 and 2 scrolls that you can use. Artificers are half casters and you will want lots of spells. Scrolls are a way to cast a spell without having it prepared. If its on your spell list, you can use the scroll, even if you dont have the spell prepared that day. Scrolls also let you cast without using a slot, and as a half caster, artificers wont have s lot of slots. Basically craft all the important level 1 spells on your list then level 2, and carry them in your bag of holding until combat gets reslly bad, your out of slots but really need faerie fire.
Yeah, I was hoping to use standard magical items crafting rules, but not in this game! I think the intent is to limit how powerful we are, or make us earn the items? We’ve found plenty of magical items in the dungeon so far, so it’s not like we’re hurting for items.
I’ve got some other ideas for making money that can earn more than 25/day too!
I haven’t looked into bastions yet! But that could be perfect for my character! Several times he’s reprimanded bandits (instead of killing then) and strongly encouraged them to take up a skilled trade. What if my character stated a trade school?!
Anyway, it’s looking pretty likely that I’ll just boost INT by 2 as it’ll be the most useful in most circumstances.
Asauming you built your character qith point buy, you would have bought int to 15 and then taken a background that let you bump it +2 to 17.
Probably Sage background so you can pick up the shield spel, and cast it once without a slot 1/long rest.
Then at level 4, for your feat, id suggest a half feat that lets you +1 your int to 18. Fey Touched is good because it also lets you cast misty step and one first level.spell without using a slot.
The thing about artificer is you are a half caster so you will always feel starved for spells. Using things like sage and fey touched and even shadow touched is a way to get access to some other spells not on the artificer spell list and let you cast it without burning a slot.
So fey touched at level.4, shadow touched at level 8. And by levwl 12, you should have a 20 intelligence score.
I did take sage, but I foolishly (?) spread those points between con and int at level 1. At level 2 my int was 16. So if I want it at 18 at level 4 I have to use ASI for a +2 to int. I agree, fey touched would be amazing to have, but I don’t want to be stuck at 17 int until level 8 😩
Heliana's Monster Hunting Guide is third party content. Ded talk to your dm before planning on using anything feom that book
I usually let my players tweak their builds for the first couple levels. Tell your dm you made a mistake and ask if you can change your background ability score bonuses.
I’ll consider it! The extra point in CON has been very useful as well; it’s saved me a couple times
You should be playing a ranged attacker, kite in the back and shoot from afar. And youre getting knocked down consistently? That doesnt seem right.
Oh, and as an artillerist, fireball is on your spell list. At level 11, you can make a spell storing item that can store one artificer spell and cast it 10 times. You should put fireball in it. At which point you are VERY MUCH a ranged attack build.
LOL not consistently. But there have been a few enemies that required a con save or be frightened or paralyzed, and that effect was long range. I definitely try to stay back at all times!
Definitely looking forward to spell storing items but at the pace we're going that won't be for a loooooong time.
Do you have a Homunculus? Theyd also give you some damage output. They dont require any action or bonus action on your part, so you can keep doing whatever you were doing, but add a single 1d6+ force damage melee/range attack.
Use the rules from Eberron: forge of artificer. The earlier rules and the ua rules are much worse.
Unfortunately I don't have a Homunculus since we're using 5.5e rules. I'll have to wait until level 5 when I get access to level 2 spells, and then I will definitely be using one for extra damage!
2024 rules are def better for artificer.
Eberron forge of artificer is a lot better than tasha's artificer.
You start off a bit slower because homunculus needs a level 2 slot, but after that, most of the new rules are a clear improvement.