(also they totally did not butcher the warforged, but that is not really important now)
They got rid of subclasses, integrated tools, and the integrated armor. Plus some other stuff. I'd say it was pretty butchered like other people have.
They did not Butcher the Warforged. But for a race without sexes they sure did a great job of Neutering them.
Integrated armor (UA) was a cool idea but was essentially free weightless magical armor equal to the highest in it's class. I've played in campaigns where this alone would have been unbalanced, first magic armor (in party) was at level 7. While the new version has drawbacks (added encumbrance for low St Artificer) it also has advantages. I can now place an armor infusion on my armor, previously could not as Integrated Armor did not count as worn. It also allows for armor with additional benefits such as Adamantine, resistances, etc.
As for subclasses I think they should have retained integrated tool. I would have made two other changes as well.
Stats should have been +1 Con, +1 any, +1 any other than Con. This would have allowed the current combination and all previous subraces.
Integrated Tool would be a choice of tools, Powerful Build, or Swift
Tool Proficiency would also have Unarmed Attack and Light Step added.
The loss of integrated tool is a big one. Arguably it was fairly powerful as it combined Expertise and a tool that could be perfectly hidden and never taken away. This loss is especially bad for an Artificer. So far as I know they are the only spell casting class that can be prevented from casting any spells so easily. Wizards, Clerics etc you would need to bind hands and gag them. Artificers you just need to take away tools and infused items. I guess the armor infusion now becomes even more important to a Warforged Artificer, since that can not be forcefully removed.
Adding a prosthetic limb as an infusion is another way of giving an Artificer a spellcasting focus that cannot be forcibly removed (except I guess by amputation) a way that's race agnostic. Also with Homunculus being an infusion now I think it too counts as a spell focus. One that will return to you on command if it's alive.
I would assume so. Also the idea of using a prosthetic limb infusion as a spellcasting focus is honestly super cool and may - may - be worth wasting an infusion on it rather than just buying the limb outright. I know I'm eyeballing the possibilities behind artificers with prosthetic limbs pretty heavily, my inner Winry Rockbell is pretty gol-dang excited.
I'm bummed that they took out right cantrip for the job. I assume it's going to be in the variant rules if there is going to be a new players handbook. Still wished they gave alchemist poisoner's kit, or herbalism kit. I assume that potions of greater healing count for their crafting needs.
There were a few threads, from stupid people who are stupid and should feel stupid, calling for the removal of Right Cantrip for the Job because they wanted Spell-Storing Item earlier and thought there was no value in being able to switch cantrips around. I get the feeling that showed up in the survey feedback for the 2019 artificer, and since Wizards doesn't do their own game design anymore, The Fans Got What They Wanted(TM).
It always amazes me that the people who say they like something are completely ignored, every single friggin' fuggoff time, in favor of the people who complain that it's not mainstream enough for them and they'd like something dumber, easier to understand, and which deals more damage.
(I wanted right cantrip for the job at level 3, not level 10) Also; i have figured out the optimized build. So, warforged artificer artillerist. at least 14 DEX, knows infusions wand sheath, enhanced armor, repulsion shield. wear +1 half plate (from infusion) with your wand sheath holding your arcane firearm while holding your repulsion shield, summon your eldritch cannon in your other hand, and cast firebolt and use force ballista. You do 2d10+1d8+2d8, or an average of 25 damage, as well as having an AC of 22. This is every round. I call this build: the ARTILLIFORGED
Hey, don't look at me, I said in my feedback I wanted Right Cantrip for the Job available at an earlier level, along with a reworked Spell-Storing Item that DIDN'T give out 10 uses of Cure Wounds, because holy ****!
Flaming Sphere is a concentration spell that is controlled with a bonus action however it's casting time is 1 action. This makes it a fantastic candidate for spell storing item.
Hand the spell storing item to the homunculus, use a bonus action to command it to cast flaming sphere with the SSI then ready your own action to cast invisibility on the homunculus once the ball of fire appears. Homunculus is now invisible (giving attacks against it disadvantage and making it untargetable by most spells thus encouraging enemies to use AOE attacks or just ignore it) and can control a 2d6 ball of fire with bonus actions it's never had before without breaking invisibility while taking the dodge action to gain advantage on DEX saving throws that it makes the most of due to evasion. Further since invisibilty is a touch spell it can be cast on the homunculus through it's reaction at a range of up to 120 feet.
To top it off since the Homunculus takes the dodge action automatically your bonus action is still free for other things.
Flaming Sphere is a concentration spell that is controlled with a bonus action however it's casting time is 1 action. This makes it a fantastic candidate for spell storing item.
Hand the spell storing item to the homunculus, use a bonus action to command it to cast flaming sphere with the SSI then ready your own action to cast invisibility on the homunculus once the ball of fire appears. Homunculus is now invisible (giving attacks against it disadvantage and making it untargetable by most spells thus encouraging enemies to use AOE attacks or just ignore it) and can control a 2d6 ball of fire with bonus actions it's never had before without breaking invisibility while taking the dodge action to gain advantage on DEX saving throws that it makes the most due to evasion. Further since invisibilty is a touch spell it can be cast on the homunculus through it's reaction at a range of up to 120 feet.
To top it off since the Homunculus takes the dodge action automatically your bonus action is still free for other things... such as a second flaming sphere.
Read as Written, I'm not sure that works. The infusion feature for the Homunculus states the following:
"... the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide, or Search action."
That means that on it's turn it can only take the Dodge action. Now as a bonus action you can command it to take one of the following actions: Dash, Disengage, Help, Hide, Search or Force Strike action... Of which none of them are the action to produce the spell's effect from a Spell Storing Item.
That being said... Rule of Cool states that is awesome, and I might have allowed it in my campaign so long as the player doesn't abuse it.
Read as Written, I'm not sure that works. The infusion feature for the Homunculus states the following:
"... the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide, or Search action."
That means that on it's turn it can only take the Dodge action. Now as a bonus action you can command it to take one of the following actions: Dash, Disengage, Help, Hide, Search or Force Strike action... Of which none of them are the action to produce the spell's effect from a Spell Storing Item.
That being said... Rule of Cool states that is awesome, and I might have allowed it in my campaign so long as the player doesn't abuse it.
I'm not super sure on it either myself. I know specific beats general but I'm not clear on which is the specific and which is the general in this case.
Spell storing item states: "While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier."
Which I understand as the object granting a creature (homunculus in this case) the ability to take this action.
Read as Written, I'm not sure that works. The infusion feature for the Homunculus states the following:
"... the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide, or Search action."
That means that on it's turn it can only take the Dodge action. Now as a bonus action you can command it to take one of the following actions: Dash, Disengage, Help, Hide, Search or Force Strike action... Of which none of them are the action to produce the spell's effect from a Spell Storing Item.
That being said... Rule of Cool states that is awesome, and I might have allowed it in my campaign so long as the player doesn't abuse it.
I'm not super sure on it either myself. I know specific beats general but I'm not clear on which is the specific and which is the general in this case.
Spell storing item states: "While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier."
Which I understand as the object granting a creature (homunculus in this case) the ability to take this action.
That is the general rule, but the homunculus has a specific rule that limits which actions it can take.
No, the general rule is that all "creatures can take an action to produce the spell's effect from it." The specific rule is that homunculus has a very limited list of actions it can take, of which none of them are to produce the spell's effect from a spell storing item.
Agreed, it is a shame they didn't include "Administering Potions" as one of the actions that the homunculus can take. It makes so much sense that the homunculus can be used as an elixir delivery and administrator service. Personally I'd absolutely allow this, especially considering the brutal 2 Actions required to create and administer an elixir.
That is the general rule, but the homunculus has a specific rule that limits which actions it can take.
Wow. And in this way (RAW) the level 6 Infusion Homunculus Servant with an INT score of 10 is somehow less useful than the level 1 Wizard spell Find Familiar with available INT scores of 1 to 3 among its stat block options.
My homunculus is smart enough to know how to read and write (or otherwise capable of learning how) but just can't figure out how to push a button on a magic stick. That's great WOTC. Just really great. You're on a damn roll here.
"Use Object" does not mean "use magic item", magic items have a specific action a creature can take with them separate from use object. i would say the specificity beats the general of the homunulus being given a list of options here. (you can't use a magic item twice on a Haste, for example).
Can your Arcane Cannon (the turrets) ride on you? I see if its tiny you can hold in your hand. But if you're medium and its small it or tiny, it should be able to sit on you? Ideally Tiny. But I imagine youc an carry the small --the ability lasts a long while and it can't walk as fast as folks so it seems like youd have to carry it or be slow.
but the Predator style "ride on my shoulder" tiny or "clamp to my wrist (that I hold the wand) or "clamp to my shield" turrets. Is that valid ya'll think? Ive seen a lot of posts on reddit about it and back and forth. DndBeyond's youtube released an interview today (Todd Talks) that was about the artificier. Around 34mins in (give or take a min) they both make reference to doing the Predeator thing. So it seems like it was a going assumption that it would be valid.
it has a move speed, its small enough.. so it should be able to sit on you just as well as say a familiar?
Because Shield + Wand + Shoulder blaster (or a temp health becaon attached to my shield) would be just great
I personally interpret the Eldritch Cannon as either a turret in the small form, or a hand held (gun/wand/etc) in the tiny form. I personally would not allow the shoulder mounting specifically because of the shield+arcane firearm+eldritch cannon combo. In the turret form, this is possible, but it purposely has slower movement so it can't keep up with you and you can always have every effect.
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They did not Butcher the Warforged. But for a race without sexes they sure did a great job of Neutering them.
Integrated armor (UA) was a cool idea but was essentially free weightless magical armor equal to the highest in it's class. I've played in campaigns where this alone would have been unbalanced, first magic armor (in party) was at level 7. While the new version has drawbacks (added encumbrance for low St Artificer) it also has advantages. I can now place an armor infusion on my armor, previously could not as Integrated Armor did not count as worn. It also allows for armor with additional benefits such as Adamantine, resistances, etc.
As for subclasses I think they should have retained integrated tool. I would have made two other changes as well.
Stats should have been +1 Con, +1 any, +1 any other than Con. This would have allowed the current combination and all previous subraces.
Integrated Tool would be a choice of tools, Powerful Build, or Swift
Tool Proficiency would also have Unarmed Attack and Light Step added.
The loss of integrated tool is a big one. Arguably it was fairly powerful as it combined Expertise and a tool that could be perfectly hidden and never taken away. This loss is especially bad for an Artificer. So far as I know they are the only spell casting class that can be prevented from casting any spells so easily. Wizards, Clerics etc you would need to bind hands and gag them. Artificers you just need to take away tools and infused items. I guess the armor infusion now becomes even more important to a Warforged Artificer, since that can not be forcefully removed.
Adding a prosthetic limb as an infusion is another way of giving an Artificer a spellcasting focus that cannot be forcibly removed (except I guess by amputation) a way that's race agnostic. Also with Homunculus being an infusion now I think it too counts as a spell focus. One that will return to you on command if it's alive.
So, does this thread just have to be the replacement Artificer forum until they get around to setting one up for us?
I would assume so. Also the idea of using a prosthetic limb infusion as a spellcasting focus is honestly super cool and may - may - be worth wasting an infusion on it rather than just buying the limb outright. I know I'm eyeballing the possibilities behind artificers with prosthetic limbs pretty heavily, my inner Winry Rockbell is pretty gol-dang excited.
Please do not contact or message me.
Didn't they make integrated tool an item or something?
I'm bummed that they took out right cantrip for the job. I assume it's going to be in the variant rules if there is going to be a new players handbook. Still wished they gave alchemist poisoner's kit, or herbalism kit. I assume that potions of greater healing count for their crafting needs.
There were a few threads, from stupid people who are stupid and should feel stupid, calling for the removal of Right Cantrip for the Job because they wanted Spell-Storing Item earlier and thought there was no value in being able to switch cantrips around. I get the feeling that showed up in the survey feedback for the 2019 artificer, and since Wizards doesn't do their own game design anymore, The Fans Got What They Wanted(TM).
It always amazes me that the people who say they like something are completely ignored, every single friggin' fuggoff time, in favor of the people who complain that it's not mainstream enough for them and they'd like something dumber, easier to understand, and which deals more damage.
Oh well. C'est la vie. Just means more homebrew.
Please do not contact or message me.
(I wanted right cantrip for the job at level 3, not level 10) Also; i have figured out the optimized build. So, warforged artificer artillerist. at least 14 DEX, knows infusions wand sheath, enhanced armor, repulsion shield. wear +1 half plate (from infusion) with your wand sheath holding your arcane firearm while holding your repulsion shield, summon your eldritch cannon in your other hand, and cast firebolt and use force ballista. You do 2d10+1d8+2d8, or an average of 25 damage, as well as having an AC of 22. This is every round. I call this build: the ARTILLIFORGED
Hey, don't look at me, I said in my feedback I wanted Right Cantrip for the Job available at an earlier level, along with a reworked Spell-Storing Item that DIDN'T give out 10 uses of Cure Wounds, because holy ****!
So I just realized some things.
Flaming Sphere is a concentration spell that is controlled with a bonus action however it's casting time is 1 action. This makes it a fantastic candidate for spell storing item.
Hand the spell storing item to the homunculus, use a bonus action to command it to cast flaming sphere with the SSI then ready your own action to cast invisibility on the homunculus once the ball of fire appears. Homunculus is now invisible (giving attacks against it disadvantage and making it untargetable by most spells thus encouraging enemies to use AOE attacks or just ignore it) and can control a 2d6 ball of fire with bonus actions it's never had before without breaking invisibility while taking the dodge action to gain advantage on DEX saving throws that it makes the most of due to evasion. Further since invisibilty is a touch spell it can be cast on the homunculus through it's reaction at a range of up to 120 feet.
To top it off since the Homunculus takes the dodge action automatically your bonus action is still free for other things.
Read as Written, I'm not sure that works. The infusion feature for the Homunculus states the following:
"... the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide, or Search action."
That means that on it's turn it can only take the Dodge action. Now as a bonus action you can command it to take one of the following actions: Dash, Disengage, Help, Hide, Search or Force Strike action... Of which none of them are the action to produce the spell's effect from a Spell Storing Item.
That being said... Rule of Cool states that is awesome, and I might have allowed it in my campaign so long as the player doesn't abuse it.
I'm not super sure on it either myself. I know specific beats general but I'm not clear on which is the specific and which is the general in this case.
Spell storing item states:
"While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier."
Which I understand as the object granting a creature (homunculus in this case) the ability to take this action.
That is the general rule, but the homunculus has a specific rule that limits which actions it can take.
I believe "Use Item" is a specific action, isn't it?
Frankly, I would like to fit my little homunculous with a back pack and make him the potion delivery boy.
No, the general rule is that all "creatures can take an action to produce the spell's effect from it." The specific rule is that homunculus has a very limited list of actions it can take, of which none of them are to produce the spell's effect from a spell storing item.
Agreed, it is a shame they didn't include "Administering Potions" as one of the actions that the homunculus can take. It makes so much sense that the homunculus can be used as an elixir delivery and administrator service. Personally I'd absolutely allow this, especially considering the brutal 2 Actions required to create and administer an elixir.
Wow. And in this way (RAW) the level 6 Infusion Homunculus Servant with an INT score of 10 is somehow less useful than the level 1 Wizard spell Find Familiar with available INT scores of 1 to 3 among its stat block options.
My homunculus is smart enough to know how to read and write (or otherwise capable of learning how) but just can't figure out how to push a button on a magic stick. That's great WOTC. Just really great. You're on a damn roll here.
"Use Object" does not mean "use magic item", magic items have a specific action a creature can take with them separate from use object. i would say the specificity beats the general of the homunulus being given a list of options here. (you can't use a magic item twice on a Haste, for example).
As a sidenote.
Can your Arcane Cannon (the turrets) ride on you? I see if its tiny you can hold in your hand. But if you're medium and its small it or tiny, it should be able to sit on you? Ideally Tiny. But I imagine youc an carry the small --the ability lasts a long while and it can't walk as fast as folks so it seems like youd have to carry it or be slow.
but the Predator style "ride on my shoulder" tiny or "clamp to my wrist (that I hold the wand) or "clamp to my shield" turrets. Is that valid ya'll think?
Ive seen a lot of posts on reddit about it and back and forth. DndBeyond's youtube released an interview today (Todd Talks) that was about the artificier. Around 34mins in (give or take a min) they both make reference to doing the Predeator thing. So it seems like it was a going assumption that it would be valid.
it has a move speed, its small enough.. so it should be able to sit on you just as well as say a familiar?
Because Shield + Wand + Shoulder blaster (or a temp health becaon attached to my shield) would be just great
just use wand sheath as a warforged, i dont think that you can do that.
I personally interpret the Eldritch Cannon as either a turret in the small form, or a hand held (gun/wand/etc) in the tiny form. I personally would not allow the shoulder mounting specifically because of the shield+arcane firearm+eldritch cannon combo. In the turret form, this is possible, but it purposely has slower movement so it can't keep up with you and you can always have every effect.