hmmm perhaps alchemist with a dip into death cleric for reaper with a race like high elf or human variant for wizard initiate picking up toll of the dead. reaper would allow you to hit an additional target within 5ft of the original target; sadly it would only effect toll of the dead, chill touch, and inflict would if you can get it so im not sure a 1lvl dip is worth it. but it would do (2d8 or 2d12 + int X 1-2 targets) for toll of the dead at lvl 6
hmmm perhaps alchemist with a dip into death cleric for reaper with a race like high elf or human variant for wizard initiate picking up toll of the dead. reaper would allow you to hit an additional target within 5ft of the original target; sadly it would only effect toll of the dead, chill touch, and inflict would if you can get it so im not sure a 1lvl dip is worth it. but it would do (2d8 or 2d12 + int X 1-2 targets) for toll of the dead at lvl 6
hmm but what about this part "After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.". if you use that with the infusion:
Enhanced Arcane Focus
Item: A rod, staff, or wand (requires attunement) <-----
While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.
The bonus increases to +2 when you reach 10th level in this class.
then would that not satisfy the requirements for using non alchemists spells with alchemist features as the chosen focus say an infused wand is both?
never mind after rereading it it specifically calls for alchemist tools as the focus for Alchemical Savant but it could be helpful idea for other features?
hmmm perhaps alchemist with a dip into death cleric for reaper with a race like high elf or human variant for wizard initiate picking up toll of the dead. reaper would allow you to hit an additional target within 5ft of the original target; sadly it would only effect toll of the dead, chill touch, and inflict would if you can get it so im not sure a 1lvl dip is worth it. but it would do (2d8 or 2d12 + int X 1-2 targets) for toll of the dead at lvl 6
hmm but what about this part "After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.". if you use that with the infusion:
Enhanced Arcane Focus
Item: A rod, staff, or wand (requires attunement) <-----
While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.
The bonus increases to +2 when you reach 10th level in this class.
then would that not satisfy the requirements for using non alchemists spells with alchemist features as the chosen focus say an infused wand is both?
Alchemical Savant
At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).
im about to join a game this weekend as a player, for years ive been a DM to groups becuase ive also written quite a few fantasy, scify, and horror novels (22 in total) (i give them for free to people i meet, too poor to publish) and have been known to voice act and thus...have DM'd people in vast worlds and planes of my own creation. Finally, this weekend ill be a player for the first time since 8th grade 7+ years ago and...
3 levels in Battle smith to acquire the Steel Defender, with the rest being Transmutation Wizard (planned future) of 17 levels. The concept is based off a character from a novel of mine, and the aspect of the multiclass is to buff and build up on the Steel Defender while attacking from afar. Alot of utility too.
3 combos,
Traveler: Haste (Glyph of warding) + Longstrider/Expedetious retreat/T-Stone for 220 BLS.
Steel Dragon: Dragons breathe (3d6 for 1 min, or max 10d6 dmg of chosen type, using the 9th level slot of the wizard) + Heroism *Temp Hp=Spell casting mod each round (Glyph of warding) for a hard to kill dragon like damage beast.
Companion Folly: (Find familiar (Owl)+ Dragonsbreath with your senses through its eyes) for you to use Mending through to heal it 2d6 each round with your action, while using the bonus action to tell the Defender to Attack.
Transmutation wizard gives you the T-stone alongside your own Artificer stone to boost affects, plus Polymorph to change the Defender into needed creatures (while still using the Steel Dragon Build on)
The issue with three levels of Battlesmith is that your BS level is what controls your Steel Defender's HP. With only three levels of Smith, the Defender will be extremely flimsy into tier 2 and up play. All those spell slots from wizard will make iot easy to continually resurrect the critter, but by the time you reach that lofty goal of 17 levels of Transmuter, your Defender will be falling over from a single swipe of most any critter's basic attacks.
No amount of healing will keep a critter with twenty-two HP max in the fight outside of tier 1 and the bottom end of tier 2. It's just not how 5e is designed. The 15AC the critter's got doesn't keep it from getting hit, and eventually you'll start fighting things that're perfectly willing to deal 22 or more damage in a single punch. Hell, even a straight-up Battlesmith with a Defender that's got the maximum HP it can have for the character's overall level tends to lose the Defender regularly.
You could keep it off the front lines, Dodging and using its Defensive Pounce for spellcasters in the back, but that's not a very strong use of the critter's abilities. At that point it's basically an extra that hardly merits taking a turn at all. Unfortunate, but true.
Thats one of the funnest parts though, strategic use of something that isnt godly. I can craft one after each long rest anyway, and outside of them i have a diverse amount of ways to play.
People dont complain about find familiars low hp and death rate, but hell i have that too plus tiny servant/animate objects for staying near its space or amongst the field to tank hits, and a list of spells to give a great amount of utility movement/defense/damage from Wizard to boost it thematically too.
Theirs the speed or steel dragon build i said, but i can also add Greater Invisibility (concentrated) with animate objects (glyph or warding'd) to give it the ability to move around unseen amongst a spread out crowd.
or Tensers Transformation (glyph of warding) to give it an additional 50 Hp (2d12 Force damage strikes, x2 attack, STR/CON Pro.) + i cast Heroism on top of the healing/Greater invisibility
you could call it a full wizard with a dabble in artificer then, and from the way you talk you main line the entirety of a class? Why not build the class around a mundane spell like find familiar? SPELLS themselves are a core feature, i am merely just taking something simple and maximizing the fun and imagination, hell next game i play i will have my entire character based around his find familiar with a dip into ranger to boost it, hell yeah
The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
so on top of taking an hour to cast + 200gp (diamond dust) it would only be able stay in a 10 feet radius of the aria it was made. i get that the idea is to kinda cheat the concentration system? but i cant see a lot of situations where you would have the foresight and the time to make it work or the economics to make it constantly.
its more or less as potential style, i added it in ( ) as a way to circumvent the concentration if need be, it truly is a costly spell and in the current world im in diamonds are as rare as they are here in real life, so the use is more or less at a moment of need where we can prepare before a big fight :)
Steel Defender's Deflect attack (Reaction) + Protector Fighting Style (Reaction) Just stand next to each other and use your reactions protect one another or each protect a caster from 2 attack.
Question: At one point was Tiny Servant on the Artificer list? Because I'm not seeing how to make the TSAR work except for maybe using my Rock Gnome clockwork toys.
Question: At one point was Tiny Servant on the Artificer list? Because I'm not seeing how to make the TSAR work except for maybe using my Rock Gnome clockwork toys.
Question: At one point was Tiny Servant on the Artificer list? Because I'm not seeing how to make the TSAR work except for maybe using my Rock Gnome clockwork toys.
It totally is and the spell is a staple of the gameplay strategy for my Alchemist, I have a 3rd lvl slot pretty much reserved for it. A trinket from my PC's sister, a tiny stuffed Owlbear, carries his SSI with 12x lvl2 Cure Wounds (a jeweller's hammer, pictured here).
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Hjalmar Gunderson, Vuman Alchemist Plague Doctor in a HB Campaign, Post Netherese Invasion Cormyr (lvl20 retired) Godfrey, Autognome Butler in Ghosts of Saltmarsh into Spelljammer Grímr Skeggisson, Goliath Rune Knight in Rime of the Frostmaiden DM of two HB campaigns set in the same world.
Question: At one point was Tiny Servant on the Artificer list? Because I'm not seeing how to make the TSAR work except for maybe using my Rock Gnome clockwork toys.
It totally is and the spell is a staple of the gameplay strategy for my Alchemist, I have a 3rd lvl slot pretty much reserved for it. A trinket from my PC's sister, a tiny stuffed Owlbear, carries his SSI with 12x lvl2 Cure Wounds (a jeweller's hammer, pictured here).
Huh. I didn't check here on DnDB...but it seems to be one of the only sites that lists it as an Artificer spell and not strictly a Wizard spell. I'll have to see if my DM would allow it. I'm multiclassing into Rune Scribe so by the time I get to endgame I'll have some more powerful spell slots.
that may be true but you can just make a genie warlock and an artificer multiclass with mage hand lol the hand carries both the bag and the genie item and places it in the bag next to the boss.. only take an hour to fix the ring and a day to fix the bag.. all by lvl 3
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Unfortunately the Alchemical Savant feature would still not apply your Int bonus to toll the dead with this setup due to the wording of the artificer's Spellcasting feature.
hmm but what about this part "After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.". if you use that with the infusion:Enhanced Arcane FocusItem: A rod, staff, or wand (requires attunement) <-----
While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.The bonus increases to +2 when you reach 10th level in this class.then would that not satisfy the requirements for using non alchemists spells with alchemist features as the chosen focus say an infused wand is both?never mind after rereading it it specifically calls for alchemist tools as the focus for Alchemical Savant but it could be helpful idea for other features?
Alchemical Savant
At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).
im about to join a game this weekend as a player, for years ive been a DM to groups becuase ive also written quite a few fantasy, scify, and horror novels (22 in total) (i give them for free to people i meet, too poor to publish) and have been known to voice act and thus...have DM'd people in vast worlds and planes of my own creation. Finally, this weekend ill be a player for the first time since 8th grade 7+ years ago and...
3 levels in Battle smith to acquire the Steel Defender, with the rest being Transmutation Wizard (planned future) of 17 levels. The concept is based off a character from a novel of mine, and the aspect of the multiclass is to buff and build up on the Steel Defender while attacking from afar. Alot of utility too.
3 combos,
Traveler: Haste (Glyph of warding) + Longstrider/Expedetious retreat/T-Stone for 220 BLS.
Steel Dragon: Dragons breathe (3d6 for 1 min, or max 10d6 dmg of chosen type, using the 9th level slot of the wizard) + Heroism *Temp Hp=Spell casting mod each round (Glyph of warding) for a hard to kill dragon like damage beast.
Companion Folly: (Find familiar (Owl)+ Dragonsbreath with your senses through its eyes) for you to use Mending through to heal it 2d6 each round with your action, while using the bonus action to tell the Defender to Attack.
Transmutation wizard gives you the T-stone alongside your own Artificer stone to boost affects, plus Polymorph to change the Defender into needed creatures (while still using the Steel Dragon Build on)
The issue with three levels of Battlesmith is that your BS level is what controls your Steel Defender's HP. With only three levels of Smith, the Defender will be extremely flimsy into tier 2 and up play. All those spell slots from wizard will make iot easy to continually resurrect the critter, but by the time you reach that lofty goal of 17 levels of Transmuter, your Defender will be falling over from a single swipe of most any critter's basic attacks.
Please do not contact or message me.
In context the heroism, gives hp and the continual heals of many forms on it give it sustain tankiness rather than the common (excess HP)
and also he wouldnt be a front line attacker at all times
No amount of healing will keep a critter with twenty-two HP max in the fight outside of tier 1 and the bottom end of tier 2. It's just not how 5e is designed. The 15AC the critter's got doesn't keep it from getting hit, and eventually you'll start fighting things that're perfectly willing to deal 22 or more damage in a single punch. Hell, even a straight-up Battlesmith with a Defender that's got the maximum HP it can have for the character's overall level tends to lose the Defender regularly.
You could keep it off the front lines, Dodging and using its Defensive Pounce for spellcasters in the back, but that's not a very strong use of the critter's abilities. At that point it's basically an extra that hardly merits taking a turn at all. Unfortunate, but true.
Please do not contact or message me.
Thats one of the funnest parts though, strategic use of something that isnt godly. I can craft one after each long rest anyway, and outside of them i have a diverse amount of ways to play.
People dont complain about find familiars low hp and death rate, but hell i have that too plus tiny servant/animate objects for staying near its space or amongst the field to tank hits, and a list of spells to give a great amount of utility movement/defense/damage from Wizard to boost it thematically too.
Theirs the speed or steel dragon build i said, but i can also add Greater Invisibility (concentrated) with animate objects (glyph or warding'd) to give it the ability to move around unseen amongst a spread out crowd.
or Tensers Transformation (glyph of warding) to give it an additional 50 Hp (2d12 Force damage strikes, x2 attack, STR/CON Pro.) + i cast Heroism on top of the healing/Greater invisibility
its still fun as hell haha
you could call it a full wizard with a dabble in artificer then, and from the way you talk you main line the entirety of a class? Why not build the class around a mundane spell like find familiar? SPELLS themselves are a core feature, i am merely just taking something simple and maximizing the fun and imagination, hell next game i play i will have my entire character based around his find familiar with a dip into ranger to boost it, hell yeah
for glyph of warding
The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
so on top of taking an hour to cast + 200gp (diamond dust) it would only be able stay in a 10 feet radius of the aria it was made. i get that the idea is to kinda cheat the concentration system? but i cant see a lot of situations where you would have the foresight and the time to make it work or the economics to make it constantly.
its more or less as potential style, i added it in ( ) as a way to circumvent the concentration if need be, it truly is a costly spell and in the current world im in diamonds are as rare as they are here in real life, so the use is more or less at a moment of need where we can prepare before a big fight :)
Steel Defender's Deflect attack (Reaction) + Protector Fighting Style (Reaction) Just stand next to each other and use your reactions protect one another or each protect a caster from 2 attack.
Question: At one point was Tiny Servant on the Artificer list? Because I'm not seeing how to make the TSAR work except for maybe using my Rock Gnome clockwork toys.
I'm pretty sure Tiny Servant is still on the Artificer Spell List.
It totally is and the spell is a staple of the gameplay strategy for my Alchemist, I have a 3rd lvl slot pretty much reserved for it. A trinket from my PC's sister, a tiny stuffed Owlbear, carries his SSI with 12x lvl2 Cure Wounds (a jeweller's hammer, pictured here).
Hjalmar Gunderson, Vuman Alchemist Plague Doctor in a HB Campaign, Post Netherese Invasion Cormyr (lvl20 retired)
Godfrey, Autognome Butler in Ghosts of Saltmarsh into Spelljammer
Grímr Skeggisson, Goliath Rune Knight in Rime of the Frostmaiden
DM of two HB campaigns set in the same world.
Huh. I didn't check here on DnDB...but it seems to be one of the only sites that lists it as an Artificer spell and not strictly a Wizard spell. I'll have to see if my DM would allow it. I'm multiclassing into Rune Scribe so by the time I get to endgame I'll have some more powerful spell slots.
that may be true but you can just make a genie warlock and an artificer multiclass with mage hand lol the hand carries both the bag and the genie item and places it in the bag next to the boss.. only take an hour to fix the ring and a day to fix the bag.. all by lvl 3