I'd be wary of weaponizing extradimensional bag bombs too often. Remember - the boss is not eliminated, it's sent to a random location on the Astral Plane. A DM who's grown weary of her players turning every encounter into "drop the quiver in the bag from a distance and watch the pretty light show" has many ways of making the players regret tearing the fabric of the Material Plane asunder so frequently and flippantly.
I mean, I've heard much worse justifications for attracting the attention of an astral dreadnaught than "repeatedly sends chunks of the Material Plane to the Astral Plane willy-nilly."
Oh I agree with that and having it happen maybe once or twice as a DM would be great buuuut it could also just as easily the creature somehow know planeshift and come right back and you're down infusions haha. Now from the way its written cant you just make 2 bags infused? I'm not seeing where you couldnt based on RAW.
Each item can only have on Infusion, and each Infusion can only be in one item. You can't use two infusion slots to have two bags of holding; once you make the first, that infusion is temporarily consumed and cannot be used on a second bag. You either need two artificers or a level 10 artificer with aforementioned Quiver of Arrow Stockpiling to do a free Baggie Bomb.
I actually remember this being argued about. I believe the argument was that RAW says that you can have multiple based on a few key parts.
"When you gain this feature, pick four artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one."
"Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description...You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time."
"Unless an infusion’s description says otherwise, you can’t learn an infusion more than once."
"Replicate Magic Item. Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables below. A table’s title tells you the level you must be in the class to choose an item from the table."
The key is in that last one; it doesn't say different magic item. So a quick version of the argument was that an Artificer could take 'Replicate Magic Item' multiple times, each time choosing bag of holding at least twice. Then, the Artificer could use multiple bags and infuse each one with one of the Infusion slots that had Replicate Magic Item - bag of holding. Each bag would be using a different Infusion, just making the same effect.
I'm not sure I'd allow it at my table, but I can see the point.
Noted. So consume multiple known-infusion slots in order to be able to create multiple Bags of Holding, using them to Baggie Bomb baddites.
Clearly not RAI, but I can see the argument for RAW. Heh. I suppose what gets me is players' eternal, never-fulfilled need to Baggie Bomb their campaign in the first place. Every time I turn around I'm seeing a new, ever more convoluted plan to Make Encounters Go Away With This One Easy Trick(!)(C)(TM) Part of me wants to understand why players are so unswervingly dedicated to this idea, often to the exclusion of logic, common sense, or even fun. I totally get that I'm in the artificer subforum and "can I make this work" is a much more compelling question here than "should I may this work?", but the Baggie Bomb has been the chase goal of Rube Goldberg battle plans for as long as I've been following the game.
Is there a particular reason this one, specific Professionally Bad Idea has so many people so hype for so long?
Noted. So consume multiple known-infusion slots in order to be able to create multiple Bags of Holding, using them to Baggie Bomb baddites.
Clearly not RAI, but I can see the argument for RAW. Heh. I suppose what gets me is players' eternal, never-fulfilled need to Baggie Bomb their campaign in the first place. Every time I turn around I'm seeing a new, ever more convoluted plan to Make Encounters Go Away With This One Easy Trick(!)(C)(TM) Part of me wants to understand why players are so unswervingly dedicated to this idea, often to the exclusion of logic, common sense, or even fun. I totally get that I'm in the artificer subforum and "can I make this work" is a much more compelling question here than "should I may this work?", but the Baggie Bomb has been the chase goal of Rube Goldberg battle plans for as long as I've been following the game.
Is there a particular reason this one, specific Professionally Bad Idea has so many people so hype for so long?
Unless i misremember, there is no save for the black hole effect, so the only thing you need to worry about is positioning... and people getting out of the astral plane but thats future me's problem
Heh, I understand the perceived power of it, but not the desire to turn one's game into Baggie Bomber: The Astral ****ery Story. If your first reaction to any combat moment in your campaign is "let's dump this fight into the Astral Plane and forget about it"...why are you putting/playing combats in your game in the first place? Or using the 5e engine, for that matter?
"Galandras turns to his party, no, his family. Tears in his eyes, he speaks, words full of sorrow, 'Thank you, and goodbye.' He places one bag within another, the roar of reality tearing fills the room, and then, silence. Where he stood, next to the enemy they had all hated for oh so long, all that remains is a crater."
Admittedly, this could be amazing. But if it's forced, or if they do it repeatedly, it loses everything cool about it.
though, i'd say thats more a side character method of going out.. Which is great to me. I want to be the plucky side kick, not the main character. Maaybe i get a sidequest, but I dont like the attention on me. Except for great moments like that
I think it's more the aspect that there is an end all be all Ace in the hole win con. Not that you would since it does severely remove the fun of everyone at the table and make the game not as enjoyable. Now I love min maxing as much as the next guy but even though I can do this OP ability doenst mean I would or should...at least often. Plus I have this forum mainly to see others incredible combo ideas for this class. I'm loving that animate objects and the level 11 spell storing one the most. So using scorching ray for it and animate objects would equal to a grand total of 60d6 dmg if all hit. That's 360 max dmg! That's so nuts!!
Another one I was thinking of could be heavy armor mast feat give plate armour +1 and a shield +1 and have an AC of 22 on start, and with battle smith they would have disadvantage on atk if next to your defender.
by the time you get tiny servants, the time and gold to craft certain things is a pittance, such as spells of healing. simply put a TS in each of your friend's back packs with a potion of healing and the instructions to take the dodge action, unless the person goes down. If the person goes down, force feed them the potion. sub out "go down" for "Activation word". Frankly any potion would work for this.
by the time you get tiny servants, the time and gold to craft certain things is a pittance, such as spells of healing. simply put a TS in each of your friend's back packs with a potion of healing and the instructions to take the dodge action, unless the person goes down. If the person goes down, force feed them the potion. sub out "go down" for "Activation word". Frankly any potion would work for this.
I like it. A lot.
Kind of like casting Death Ward but using a 3rd level spell slot and a potion of healing as a "consumed material component." Though it's only consumed if it's used. Potentially less reliable as the Tiny Servant could theoretically be killed before it has a chance to heal whomever went down. Cast at 4th level it's like 3 Death Wards in one!
Another idea that's a little more kind to your spell slots. Cast Tiny Servant on a mundane pouch, place within the pouch a healer's kit and some potions of healing. The TS will then be your little heal bot able to either administer a potion or use the healer's kit to stabilize people who drop to 0 HP. You could give it a general command to "heal allies who fall down" which would be hilariously adorable for the situation when one of your allies is merely knocked prone.
Presumably the Homunculus Servant could carry such a dedicated pouch as well.
Aren't there inevitables made for breaking planar rules willy-nilly? And just send an astral dreadnought yeah.
Oh I agree with that and having it happen maybe once or twice as a DM would be great buuuut it could also just as easily the creature somehow know planeshift and come right back and you're down infusions haha. Now from the way its written cant you just make 2 bags infused? I'm not seeing where you couldnt based on RAW.
Each item can only have on Infusion, and each Infusion can only be in one item. You can't use two infusion slots to have two bags of holding; once you make the first, that infusion is temporarily consumed and cannot be used on a second bag. You either need two artificers or a level 10 artificer with aforementioned Quiver of Arrow Stockpiling to do a free Baggie Bomb.
Please do not contact or message me.
I actually remember this being argued about. I believe the argument was that RAW says that you can have multiple based on a few key parts.
"When you gain this feature, pick four artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one."
"Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description...You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time."
"Unless an infusion’s description says otherwise, you can’t learn an infusion more than once."
"Replicate Magic Item. Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables below. A table’s title tells you the level you must be in the class to choose an item from the table."
The key is in that last one; it doesn't say different magic item. So a quick version of the argument was that an Artificer could take 'Replicate Magic Item' multiple times, each time choosing bag of holding at least twice. Then, the Artificer could use multiple bags and infuse each one with one of the Infusion slots that had Replicate Magic Item - bag of holding. Each bag would be using a different Infusion, just making the same effect.
I'm not sure I'd allow it at my table, but I can see the point.
Noted. So consume multiple known-infusion slots in order to be able to create multiple Bags of Holding, using them to Baggie Bomb baddites.
Clearly not RAI, but I can see the argument for RAW. Heh. I suppose what gets me is players' eternal, never-fulfilled need to Baggie Bomb their campaign in the first place. Every time I turn around I'm seeing a new, ever more convoluted plan to Make Encounters Go Away With This One Easy Trick(!)(C)(TM) Part of me wants to understand why players are so unswervingly dedicated to this idea, often to the exclusion of logic, common sense, or even fun. I totally get that I'm in the artificer subforum and "can I make this work" is a much more compelling question here than "should I may this work?", but the Baggie Bomb has been the chase goal of Rube Goldberg battle plans for as long as I've been following the game.
Is there a particular reason this one, specific Professionally Bad Idea has so many people so hype for so long?
Please do not contact or message me.
Unless i misremember, there is no save for the black hole effect, so the only thing you need to worry about is positioning... and people getting out of the astral plane but thats future me's problem
No save, no.
Heh, I understand the perceived power of it, but not the desire to turn one's game into Baggie Bomber: The Astral ****ery Story. If your first reaction to any combat moment in your campaign is "let's dump this fight into the Astral Plane and forget about it"...why are you putting/playing combats in your game in the first place? Or using the 5e engine, for that matter?
Please do not contact or message me.
Who doesn't want to be the hero of their story?
"Galandras turns to his party, no, his family. Tears in his eyes, he speaks, words full of sorrow, 'Thank you, and goodbye.' He places one bag within another, the roar of reality tearing fills the room, and then, silence. Where he stood, next to the enemy they had all hated for oh so long, all that remains is a crater."
Admittedly, this could be amazing. But if it's forced, or if they do it repeatedly, it loses everything cool about it.
That's a pretty nice way to go out for sure.
though, i'd say thats more a side character method of going out.. Which is great to me.
I want to be the plucky side kick, not the main character. Maaybe i get a sidequest, but I dont like the attention on me.
Except for great moments like that
Same here, I'm much happier putting others in the spotlight.
I think it's more the aspect that there is an end all be all Ace in the hole win con. Not that you would since it does severely remove the fun of everyone at the table and make the game not as enjoyable. Now I love min maxing as much as the next guy but even though I can do this OP ability doenst mean I would or should...at least often. Plus I have this forum mainly to see others incredible combo ideas for this class. I'm loving that animate objects and the level 11 spell storing one the most. So using scorching ray for it and animate objects would equal to a grand total of 60d6 dmg if all hit. That's 360 max dmg! That's so nuts!!
You cant put animate objects in the SSI, it needs to be 1st or 2nd level.
They are referring to cast animate then have them pass the spell storing item to use all the charges in one round.
Ohhh
Another one I was thinking of could be heavy armor mast feat give plate armour +1 and a shield +1 and have an AC of 22 on start, and with battle smith they would have disadvantage on atk if next to your defender.
This is my take on a Wartificer (War Mage 2 / Battle Smith 18) https://www.dndbeyond.com/profile/Kriegvarg/characters/19898097
Freedom without Laws is Anarchy... Laws without Freedom is Tyranny!
TSARs Emergency Aide
by the time you get tiny servants, the time and gold to craft certain things is a pittance, such as spells of healing. simply put a TS in each of your friend's back packs with a potion of healing and the instructions to take the dodge action, unless the person goes down. If the person goes down, force feed them the potion. sub out "go down" for "Activation word". Frankly any potion would work for this.
I like it. A lot.
Kind of like casting Death Ward but using a 3rd level spell slot and a potion of healing as a "consumed material component." Though it's only consumed if it's used. Potentially less reliable as the Tiny Servant could theoretically be killed before it has a chance to heal whomever went down. Cast at 4th level it's like 3 Death Wards in one!
Another idea that's a little more kind to your spell slots. Cast Tiny Servant on a mundane pouch, place within the pouch a healer's kit and some potions of healing. The TS will then be your little heal bot able to either administer a potion or use the healer's kit to stabilize people who drop to 0 HP. You could give it a general command to "heal allies who fall down" which would be hilariously adorable for the situation when one of your allies is merely knocked prone.
Presumably the Homunculus Servant could carry such a dedicated pouch as well.
Now I just want to work surrounded by Tiny Servants!
With repeating shot and longbow can I make the ranger from the Dungeons and Dragons cartoon?