Hi. I really love the artificer class and plan to play an artificer in an upcoming Eberron campaign, but my only complaint is that there are quite a few spells on other spell lists that would fit the artificer perfectly for flavour etc. I was wondering what spells you think would make a good expanded artificer spell list and if you think that they will ever release an expanded spell list for the artificer (I don't think they will, but it would be really cool if they did an expanded spell list like the ones in the class feature variant UA).
Surely I'm not the only one who wants to make a warforged artificer that can launch homing missiles out of his armour by casting magic missile or scorching ray. Or using a flamethrower to cast burning hands.
I really wish the Alchemist had Vitriolic Sphere... I mean it's the one spell that just screams "CHEMICAL EXPLOSION" and it would massively benefit from Alchemical Savant. Or how about just one decently sized AOE spell other than Cloudkill? I get not having Fireball since that spell blends so well with the Artillerist's shtick. Why even have Blight on that list? I mean cool that I'm perpetually prepared in case of individual killer plants I guess. Just imagine if I had to prepare that spell.... *sigh.*
Alchemist I wish would've gotten Chill Touch and Toll the dead as options actulaly. vitrolic sphere too for sure.
@OP, artilirists warforge can pull the scorching ray thing.
I do totally wis they all had had magic missles.. I assume they were avoiding it due to the lv 11 Intx2 usues thing buut... at lv 1 or 2 that wouldn't have been insanity, not compared to a fw other things
My DM has allowed for new spells to be learned by building them into some kind of device or object. In a sort of Wizard transcribing a spell into their spell book maneuver.
Since this thread first came up I really have grown to want more
In particularly I really want more trap related ones. like that lv 2 ranger arrow traps one. Things like that would give me meaningful niche spell use along with the standard stuff. Fact is I'll never have enough slots to be primary healing, primary damage, or primary buff/debuff. But I have found the best way to use things is to be niche about it. Preparing an area quickly was useful. Using my humuculus to sneak in and drop traps in the right place for preperations and the like.
Magic missle, several of those trap spells, and the like. A few adds to the spell list would really let some niches grow.
Since this thread first came up I really have grown to want more
In particularly I really want more trap related ones. like that lv 2 ranger arrow traps one. Things like that would give me meaningful niche spell use along with the standard stuff. Fact is I'll never have enough slots to be primary healing, primary damage, or primary buff/debuff. But I have found the best way to use things is to be niche about it. Preparing an area quickly was useful. Using my humuculus to sneak in and drop traps in the right place for preperations and the like.
Magic missle, several of those trap spells, and the like. A few adds to the spell list would really let some niches grow.
Which trap spells? Artificer gets things like grease, snare, web, glyph of warding, transmute rock, and wall of stone. Like maybe cordon of arrows, mold earth, spike growth, erupting earth, sleet storm, and stinking cloud?
I really like some of the traps in this Unearthed Arcana which I believe made it to Xanathar's. The simple traps could be set up pretty easy if you have the time.
I really like the Artificer spell list as you get such an unique mix of spells. I do think we need some exclusive spells. Rangers and Paladins the other half casters have very unique class spells and Artificer would benefit greatly from that. I do think your DM may let you craft spells. I've made my own spells when I played Wizard and Bard. I think you could easily make spells to compliment the artificer.
But yeah. spells like Cordon of Arrows. Mold Earth cantrip. I didn't think of it but spike growth yeah. The other ones aren't quite what I was thinking of, but something like sleet storm would be nice--considering how few spell slots they get.
I really feel like instead of direct effect spells, artificer--which I personally consider an "off everything" (can do most things but nothing as well as a class meant to)--artificers would do great with more utility or free form spells. I am super biased though. I have a kobold alchemist who picked up (via the subrace) mold earth and minor illusion. used it to set up so many traps and manipulate the battlfields, hide allies, etc.
Artificer would seriously benefit from "openess" in their spell concepts. they really don't have the amount of spells, nor the recharging ability, to wing out those super specific ones. My current alchemist often ends up with 80% ritual spells, because I know I can't really use most of the spell and most on the list serve very spepcific purposes.
If we're talking exclusive spells (hell yeah!). I really think they should have a level 1 spell that lets them replicate a Known Infusion--that is not currently infused, and create it for 1 hour. this would be the most versatile use of their slots, and it would actually make many of hte infusions compelling choices. So much of their infusions are "set" you almost always do the same specific ones. (bag of holding + goggles of night, or enhancing your friend's weapon, and rarely do i get to use a different one until i buy a separate real bag of holding). it would be a custom spell that would do drastically different things for every Artificer (well could anyway.)
really would make it a level 1 spell though, and for scaling, I would simply add extra time for existance. Not sure if it would require the mundane item or be completely magical creation like your Right Tool.
An exclusive spell I'd like to get would be a variation on Tiny Servant but designed for help with crafting things.
Tiny Apprentice: 3rd level Transmutation Casting Time: 1 minute Duration: 8 hours You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. It's stats are the same as a Tiny Servant's however the Tiny Apprentice cannot attack.
Choose one set of tools with which you are proficient, the Tiny Apprentice is also proficient with those tools. As an action you can verbally command the Tiny Apprentice to aid you in crafting an item or otherwise do work requiring the tools with which it is proficient. Under your supervision ability checks made during the course of the day's work are done using your skills
You can also command the tiny apprentice to work alone however any ability checks made during the course of it's work will be made with the Tiny Apprentice's statblock.
When you cast this spell using a spell slot of 4th level or higher the duration is extended by 8 hours and the Tiny Apprentice's intelligence score increases by 8, however the Tiny Apprentices' intelligence cannot exceed your own.
I considered making it 2nd level and concentration... but then it'd outright break EVERY crafting task at level 11 with Spell Storing Item. Part of me finds that amazing and wants it to happen... But it's also straight up ridiculous. That would be up 10x crafting speed every day. I changed the upcasting from Tiny Servant's since that felt a too multiplicative. Even as is this might be way too much.
Hmm.. Wouldn't that be better as a bonus action to command it? Or is it purposfully trying to avoid giving you Help on not "over night busines day" crafting stuff? With that "as an action" it couldn't help you say repair a wheel, or analyze chemicals with an alchemist set/herbalism set. you could have it do it for you. But it couldn't help you I thinnk.? Since you would be doing that activity which requires your action. Though I guess you could command it before you start?
Also, it can be a level 2 just fine. It is invalid for spell storing. casting time of 1 min is invalid. Only spells that require 1 action are valid. I found that out when I wanted to use it for Snare to ya'kno actually get some solid use out of that spell. (I do wish that one was Ritual valid. Though I can just make a wand and should just do that instead).
So your custome spell won't break with that, and I don't think it'd require concentration since you actively have to command it during the whole proccess right? (which is one reason i suggested bonus action)
That would be a great spell though and niche good. I am really hoping for a lot more niche custom spells for them in a future UA. But i think the "Create Infusion" and your Clockwork apprentice (is what I'd call it but thats the Pathfinder in me) would go a long way. Both would extend their extremely limtied spells per day, and both would really support the "item master"
Bonus action to command is probably better then. Somehow I forgot about short duration tool checks. That's another good use for this.
Clockwork Apprentice is indeed a better name. 2nd level works but I'd have to adjust the spell slot scaling appropriately. Initial duration 6 hours, increase in 6 hour intervals. INT starts at 3 increases by 5 each spell level.
You could also consider the possibly of upcasting scaling only by 2s. So ever 2 spell levels (effects 2 and on 4) but when it scales, you gain a second one. Which results in Advantage ("help action) as well as some neumeric bonus to your crafting checks. (I don't know whats approriate).
This would make some sense to me since at that level it competes with other "creation" style feats available to the artificer.
well it doesns't have to scale double, it could just be +1 to the roll per spell level used or something simple. I don't know the bounded accuracy scale well
No, in Guildmaster's Guide to Ravnica the backgrounds add extra spells you can choose from when you prepare, learn, know spells. Like, instead of being an entertainer for a background, you can be an Izzet member, and you get the skills, and proficiencies, but it also adds spells to your spell list.
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Hi. I really love the artificer class and plan to play an artificer in an upcoming Eberron campaign, but my only complaint is that there are quite a few spells on other spell lists that would fit the artificer perfectly for flavour etc. I was wondering what spells you think would make a good expanded artificer spell list and if you think that they will ever release an expanded spell list for the artificer (I don't think they will, but it would be really cool if they did an expanded spell list like the ones in the class feature variant UA).
Surely I'm not the only one who wants to make a warforged artificer that can launch homing missiles out of his armour by casting magic missile or scorching ray. Or using a flamethrower to cast burning hands.
I'm more disappointed that they didn't get 2 or 3 signature spells.
I really wish the Alchemist had Vitriolic Sphere... I mean it's the one spell that just screams "CHEMICAL EXPLOSION" and it would massively benefit from Alchemical Savant. Or how about just one decently sized AOE spell other than Cloudkill? I get not having Fireball since that spell blends so well with the Artillerist's shtick.
Why even have Blight on that list?
I mean cool that I'm perpetually prepared in case of individual killer plants I guess. Just imagine if I had to prepare that spell.... *sigh.*
Alchemist I wish would've gotten Chill Touch and Toll the dead as options actulaly. vitrolic sphere too for sure.
@OP, artilirists warforge can pull the scorching ray thing.
I do totally wis they all had had magic missles.. I assume they were avoiding it due to the lv 11 Intx2 usues thing buut... at lv 1 or 2 that wouldn't have been insanity, not compared to a fw other things
I would rather expand the infusion list.
I've already added Booming Blade, Green Flame Blade, and a homebrew of the old Arcane Weapon spells to the Artificer's list.
A couple of player's are doing their own research into unique spells for their artificers.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
You can always convince your DM to let you use a Return to Ravnica guild background, those come with expanded spell lists.
My DM has allowed for new spells to be learned by building them into some kind of device or object. In a sort of Wizard transcribing a spell into their spell book maneuver.
Since this thread first came up I really have grown to want more
In particularly I really want more trap related ones. like that lv 2 ranger arrow traps one. Things like that would give me meaningful niche spell use along with the standard stuff. Fact is I'll never have enough slots to be primary healing, primary damage, or primary buff/debuff. But I have found the best way to use things is to be niche about it. Preparing an area quickly was useful. Using my humuculus to sneak in and drop traps in the right place for preperations and the like.
Magic missle, several of those trap spells, and the like. A few adds to the spell list would really let some niches grow.
Which trap spells? Artificer gets things like grease, snare, web, glyph of warding, transmute rock, and wall of stone. Like maybe cordon of arrows, mold earth, spike growth, erupting earth, sleet storm, and stinking cloud?
I really like some of the traps in this Unearthed Arcana which I believe made it to Xanathar's. The simple traps could be set up pretty easy if you have the time.
I really like the Artificer spell list as you get such an unique mix of spells. I do think we need some exclusive spells. Rangers and Paladins the other half casters have very unique class spells and Artificer would benefit greatly from that. I do think your DM may let you craft spells. I've made my own spells when I played Wizard and Bard. I think you could easily make spells to compliment the artificer.
Your secret is safe with my indifference - Percy
Yeah can set actual traps.
But yeah. spells like Cordon of Arrows. Mold Earth cantrip. I didn't think of it but spike growth yeah.
The other ones aren't quite what I was thinking of, but something like sleet storm would be nice--considering how few spell slots they get.
I really feel like instead of direct effect spells, artificer--which I personally consider an "off everything" (can do most things but nothing as well as a class meant to)--artificers would do great with more utility or free form spells. I am super biased though. I have a kobold alchemist who picked up (via the subrace) mold earth and minor illusion. used it to set up so many traps and manipulate the battlfields, hide allies, etc.
Artificer would seriously benefit from "openess" in their spell concepts. they really don't have the amount of spells, nor the recharging ability, to wing out those super specific ones. My current alchemist often ends up with 80% ritual spells, because I know I can't really use most of the spell and most on the list serve very spepcific purposes.
If we're talking exclusive spells (hell yeah!). I really think they should have a level 1 spell that lets them replicate a Known Infusion--that is not currently infused, and create it for 1 hour. this would be the most versatile use of their slots, and it would actually make many of hte infusions compelling choices. So much of their infusions are "set" you almost always do the same specific ones. (bag of holding + goggles of night, or enhancing your friend's weapon, and rarely do i get to use a different one until i buy a separate real bag of holding).
it would be a custom spell that would do drastically different things for every Artificer (well could anyway.)
really would make it a level 1 spell though, and for scaling, I would simply add extra time for existance. Not sure if it would require the mundane item or be completely magical creation like your Right Tool.
An exclusive spell I'd like to get would be a variation on Tiny Servant but designed for help with crafting things.
Tiny Apprentice:
3rd level Transmutation
Casting Time: 1 minute
Duration: 8 hours
You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. It's stats are the same as a Tiny Servant's however the Tiny Apprentice cannot attack.
Choose one set of tools with which you are proficient, the Tiny Apprentice is also proficient with those tools. As an action you can verbally command the Tiny Apprentice to aid you in crafting an item or otherwise do work requiring the tools with which it is proficient. Under your supervision ability checks made during the course of the day's work are done using your skills
You can also command the tiny apprentice to work alone however any ability checks made during the course of it's work will be made with the Tiny Apprentice's statblock.
When you cast this spell using a spell slot of 4th level or higher the duration is extended by 8 hours and the Tiny Apprentice's intelligence score increases by 8, however the Tiny Apprentices' intelligence cannot exceed your own.
I considered making it 2nd level and concentration... but then it'd outright break EVERY crafting task at level 11 with Spell Storing Item. Part of me finds that amazing and wants it to happen... But it's also straight up ridiculous. That would be up 10x crafting speed every day. I changed the upcasting from Tiny Servant's since that felt a too multiplicative. Even as is this might be way too much.
Hmm.. Wouldn't that be better as a bonus action to command it? Or is it purposfully trying to avoid giving you Help on not "over night busines day" crafting stuff? With that "as an action" it couldn't help you say repair a wheel, or analyze chemicals with an alchemist set/herbalism set. you could have it do it for you. But it couldn't help you I thinnk.? Since you would be doing that activity which requires your action. Though I guess you could command it before you start?
Also, it can be a level 2 just fine. It is invalid for spell storing. casting time of 1 min is invalid. Only spells that require 1 action are valid. I found that out when I wanted to use it for Snare to ya'kno actually get some solid use out of that spell. (I do wish that one was Ritual valid. Though I can just make a wand and should just do that instead).
So your custome spell won't break with that, and I don't think it'd require concentration since you actively have to command it during the whole proccess right? (which is one reason i suggested bonus action)
That would be a great spell though and niche good. I am really hoping for a lot more niche custom spells for them in a future UA.
But i think the "Create Infusion" and your Clockwork apprentice (is what I'd call it but thats the Pathfinder in me) would go a long way. Both would extend their extremely limtied spells per day, and both would really support the "item master"
Bonus action to command is probably better then. Somehow I forgot about short duration tool checks. That's another good use for this.
Clockwork Apprentice is indeed a better name. 2nd level works but I'd have to adjust the spell slot scaling appropriately. Initial duration 6 hours, increase in 6 hour intervals. INT starts at 3 increases by 5 each spell level.
You could also consider the possibly of upcasting scaling only by 2s. So ever 2 spell levels (effects 2 and on 4) but when it scales, you gain a second one. Which results in Advantage ("help action) as well as some neumeric bonus to your crafting checks. (I don't know whats approriate).
This would make some sense to me since at that level it competes with other "creation" style feats available to the artificer.
well it doesns't have to scale double, it could just be +1 to the roll per spell level used or something simple. I don't know the bounded accuracy scale well
A good list to add spells to would be the Izzet background added spell list. I gave this to my party's artificer, and he's happy with it.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Er.. background like "background" character? I thought those only gave skils?
or is it like a race thing or something? I don't have that guide atm.
No, in Guildmaster's Guide to Ravnica the backgrounds add extra spells you can choose from when you prepare, learn, know spells. Like, instead of being an entertainer for a background, you can be an Izzet member, and you get the skills, and proficiencies, but it also adds spells to your spell list.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Oh wow. Thats something to look up yep
These are their added spells.
Cantrips: produce flame, shocking grasp
1st level: chaos bolt, create or destroy water, unseen servant
2nd level: heat metal, rope trick
3rd level: call lightning, elemental weapon, glyph of warding
4th level: conjure minor elementals, divination, Otiluke's resilient sphere
5th level: animate objects, conjure elemental
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms