Was wondering what feats you guys think are best used with artificer. I wanted to try spell sniper but wasn't sure if I could use it since on DNDB there are spell sniper feats specific to their classes and I don't see Artificer listed there.
I know, I know, I know. Everybody says it's one of the worst feats in the game. Everybody's wrong, especially for artificers. Skilled is one of exactly one ways to acquire more tool proficiencies if you're not a human or half-human, and artificers need tool proficiencies. If you want to try and take advantage of making your own shit, every tool you can bring to bear on the task is a lifesaver - especially when you get to tenth level and start trying to craft every single Uncommon or lower magic item in the books.
Jeweler's tools, woodcarver's tools, smith's tools, mason's tools, alchemist's supplies, leatherworker's tools. Absolute basics to work with gems, wood, metal, stone, 'Essentia', or hide. For more specialized items, the DM may call for shit like Cobbler's tools (wanna make magic boots? Gotta be able to make regular boots first), Weaver's tools (can't make magic clothes if you can't make regular clothes), or other item-specific options. Now admittedly, most DMs will likely let you make a "close enough" roll, and some of them might even just let you buy the base item.
But it's still fun to be able to say "Hey! I'm making Boots of Haste. I have smithing, leatherworking, and cobbling proficiency. I can take a chunk of iron ore and a dead cow and produce fine boots. Is that worth a reduced DC maybe, because I have total control over the entire process?"
Personally i like any off feats that give a +1 int Observant and keen mind are personal favorites as they give some decent side bonus while boosting your int.
I will also point out that you can get training for various proficiencies under the optional rules for xanathar's guide to everything. The best part being that its one of the few situations where our high INT becomes an asset cutting the time to learn a new proficiency by almost half.
Grants you 1 cantrip and a 1st level spell from the Sorceror list. The 1st level spell can be used once per short rest granting the Artificer a more useful short rest ability than just Right Tool for the Job considering RTFTJ's main benefit is not having to carry lots of sets of tools around... saving you maybe 40 or so lbs of things that you'd probably just store in your bag of holding anyway. The spellcasting ability is CON... but that's only an issue for spells that use ability modifiers.
With Aberrant Dragonmark you could take Mage Armor to cast it on yourself or others, potentially casting it through a Homunculus Servant or Familiar (gained through a separate feat) or even ON said Homunculus Servant or Familiar. You can even have it on multiple people at once due to it having an 8 hour duration and short rests taking 1 hour (or 10 minutes via catnap). It's not without reason then to basically have mage armor on yourself nearly 24/7.
I love spell sniper to get Chill Touch. On my Alchemist I pair that with Thorn Whip to prevent healing, or otherwise manipulate the battle field. Sure I don't get the level 5 +INT damage. But instead I get an open hand, or a shield + EAF. That ability only works for like 7 spells anyway. I still use it for healing though. Even if I end up dropping EAF for it.
Magic Intiate is great as well because of how limited spells are.
Abbarent is pretty fun as well.
UA's Telekinteic one is absolutely great as well + 1 int (love) and a real nice Mage Hand-thats stronger than the cantrip you can't afford to take (Because so few cantrip). If only it let you push in any direction...
Healer is great
-------
I'm pretty sure if you use Xanathar's you can just pay for learning profiencies. Which is my plan. use my ijnfusions to save my gold. to spend on that.
Battlesmith with the repeating shot infusion and Sharpshooter with heavy crossbow has been a blast with my character. I’ve put his intelligence up to 18 and so he get’s the +4 for Int bonus for it being a magical weapon, +3 prof, and +1 magic weapon bonus to hit. Damage is also + 5. ( int bonus and magic).
at 5th level with 2 attacks I can take two shots with a +8 to hit and ignoring any cover less than full. No ammo or reloading required. And if the AC isn’t that high the shots can be at a -5 to gain +10 dmg. Potentially two +3 attacks doing 1d10+15 dmg that ignore half or 3/4 cover. Sniping badass.
I am thinking that Elemental Adept is probably a must for an artillerist, and I made a thread about it a few months ago, and I'm in the opinion that it may be worth more than a n ability increase. Lots of things are resistant to fire or cold damage, and if you're using a fire or cold damaging cantrip as your main spell then getting more mileage out of it by ignoring resistances seems like a good idea. plus, it gives one extra point of damage on your lowest rolls,, which is a nice feature in my oppinion.
I'm surprised nobody's mentioned warcaster. It allows a Battlesmith to go sword/board and not ever worry about juggling. It allows an artillerist to use their enhanced focus/magical firearm AND a repulsion shield without juggling. The con advantage is not as interesting as Artillerists rely less on concentration spells, but I still think it's a great option. Especially with a DM who gets fussy about item interactions.
UPDATE: Although the RAW on this is murkier than a Moscow sewer, it appears that Warcaster is mostly redundant. Learned something today!
I'm surprised nobody's mentioned warcaster. It allows a Battlesmith to go sword/board and not ever worry about juggling. It allows an artillerist to use their enhanced focus/magical firearm AND a repulsion shield without juggling. The con advantage is not as interesting as Artillerists rely less on concentration spells, but I still think it's a great option. Especially with a DM who gets fussy about item interactions.
Since the way Artificer works makes all your spells require a focus and you can use infusions as your focus the juggling issue a lot of Gishes face are near non existant on Artificers.
I'm surprised nobody's mentioned warcaster. It allows a Battlesmith to go sword/board and not ever worry about juggling. It allows an artillerist to use their enhanced focus/magical firearm AND a repulsion shield without juggling. The con advantage is not as interesting as Artillerists rely less on concentration spells, but I still think it's a great option. Especially with a DM who gets fussy about item interactions.
Since the way Artificer works makes all your spells require a focus and you can use infusions as your focus the juggling issue a lot of Gishes face are near non existant on Artificers.
I've seen posts along the lines of "Artificer spells all have material components" but as far as I can tell, that's a homebrew workaround and not RAW. Using a focus, even if required, does not confer material components unless I am missing something. Has Crawford clarified this or am I missing part of the rules text?
Has anyone tried out a Great Weapon Master Battle Smith? Since you use Int you could theoretically also use Elven Accuracy, giving another path to this combo besides Hexblade.
Rollback Post to RevisionRollBack
Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
"A character can use a component pouch or a spellcasting focus (found in chapter 5, “Equipment”) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell."
I'm surprised nobody's mentioned warcaster. It allows a Battlesmith to go sword/board and not ever worry about juggling. It allows an artillerist to use their enhanced focus/magical firearm AND a repulsion shield without juggling. The con advantage is not as interesting as Artillerists rely less on concentration spells, but I still think it's a great option. Especially with a DM who gets fussy about item interactions.
Since the way Artificer works makes all your spells require a focus and you can use infusions as your focus the juggling issue a lot of Gishes face are near non existant on Artificers.
I've seen posts along the lines of "Artificer spells all have material components" but as far as I can tell, that's a homebrew workaround and not RAW. Using a focus, even if required, does not confer material components unless I am missing something. Has Crawford clarified this or am I missing part of the rules text?
"Artificer spells all have material components" is more or less a statment equivalent to "Artificer spells all require a spellcasting focus" since a spellcasting focus's purpose is to be used in place of a material component for a spell it effectively is a material component.
And you can perform the somatic components of a spell with the same hand that's holding a spellcasting focus.
A spellcaster must have a hand free to access a spell's material components -- or to hold a spellcasting focus -- but it can be the same hand that he or she uses to perform somatic components.
Since Artificers are required to hold a spellcasting focus of some kind for all their spells then so long as one of the things they are holding is a spellcasting focus they can perform the somatic components of casting a spell. For an artificer an infused item (such as a shield or a weapon) is for them a spellcasting focus and thus can be held in the hand performing the somatic component of the spell.
That aspect of War Caster is completely unnecessary for Artificers. Really the only thing truly of benefit from WarCaster for an Artificer is the ability to cast spells in place of an opportunity attack.
"A character can use a component pouch or a spellcasting focus (found in chapter 5, “Equipment”) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell."
Yes, but I think the conversation is a little past that point. What they're talking about is specifically the differences between S spells and S,M spells. See the odd rules interaction is this: Spells with both Somatic and Material components that are neither destroyed in the casting nor cost a listed gold amount can have both the S and M components satisfied by the use of a focus in one hand, but technically if the spell only has an S component, the hand holding the focus is no longer counted as a free hand to satisfy the requirement.
With the Artificer requiring tools for every spell, some people are saying that this automatically adds a hidden M requirement for every Artificer spell, thereby now allowing the use of a hand holding a tool to satisfy the requirements for an S only spell instead of the seemingly ridiculous requirement that an Artificer requires BOTH hands free to cast an S only spell.
Rollback Post to RevisionRollBack
Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
I'm surprised nobody's mentioned warcaster. It allows a Battlesmith to go sword/board and not ever worry about juggling. It allows an artillerist to use their enhanced focus/magical firearm AND a repulsion shield without juggling. The con advantage is not as interesting as Artillerists rely less on concentration spells, but I still think it's a great option. Especially with a DM who gets fussy about item interactions.
Since the way Artificer works makes all your spells require a focus and you can use infusions as your focus the juggling issue a lot of Gishes face are near non existant on Artificers.
I've seen posts along the lines of "Artificer spells all have material components" but as far as I can tell, that's a homebrew workaround and not RAW. Using a focus, even if required, does not confer material components unless I am missing something. Has Crawford clarified this or am I missing part of the rules text?
"Artificer spells all have material components" is more or less a statment equivalent to "Artificer spells all require a spellcasting focus" since a spellcasting focus's purpose is to be used in place of a material component for a spell it effectively is a material component.
And you can perform the somatic components of a spell with the same hand that's holding a spellcasting focus.
A spellcaster must have a hand free to access a spell's material components -- or to hold a spellcasting focus -- but it can be the same hand that he or she uses to perform somatic components.
Since Artificers are required to hold a spellcasting focus of some kind for all their spells then so long as one of the things they are holding is a spellcasting focus they can perform the somatic components of casting a spell. For an artificer an infused item (such as a shield or a weapon) is for them a spellcasting focus and thus can be held in the hand performing the somatic component of the spell.
That aspect of War Caster is completely unnecessary for Artificers. Really the only thing truly of benefit from WarCaster for an Artificer is the ability to cast spells in place of an opportunity attack.
Yeah, I follow the logic completely (And I think the interaction rules around foci are kind of silly anyway) but I guess I have a tendency to rules-lawyer against myself too much ;)
"A character can use a component pouch or a spellcasting focus (found in chapter 5, “Equipment”) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell."
Yes, but I think the conversation is a little past that point. What they're talking about is specifically the differences between S spells and S,M spells. See the odd rules interaction is this: Spells with both Somatic and Material components that are neither destroyed in the casting nor cost a listed gold amount can have both the S and M components satisfied by the use of a focus in one hand, but technically if the spell only has an S component, the hand holding the focus is no longer counted as a free hand to satisfy the requirement.
With the Artificer requiring tools for every spell, some people are saying that this automatically adds a hidden M requirement for every Artificer spell, thereby now allowing the use of a hand holding a tool to satisfy the requirements for an S only spell instead of the seemingly ridiculous requirement that an Artificer requires BOTH hands free to cast an S only spell.
Yeah sorry, my post was meant as a reply to @Silmakhor's post about spellcasting focuses not conferring material components.
Yeah, I follow the logic completely (And I think the interaction rules around foci are kind of silly anyway) but I guess I have a tendency to rules-lawyer against myself too much ;)
They are kinda silly. Especially for Artificers.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Was wondering what feats you guys think are best used with artificer. I wanted to try spell sniper but wasn't sure if I could use it since on DNDB there are spell sniper feats specific to their classes and I don't see Artificer listed there.
I'm never not going to recommend Skilled.
I know, I know, I know. Everybody says it's one of the worst feats in the game. Everybody's wrong, especially for artificers. Skilled is one of exactly one ways to acquire more tool proficiencies if you're not a human or half-human, and artificers need tool proficiencies. If you want to try and take advantage of making your own shit, every tool you can bring to bear on the task is a lifesaver - especially when you get to tenth level and start trying to craft every single Uncommon or lower magic item in the books.
Jeweler's tools, woodcarver's tools, smith's tools, mason's tools, alchemist's supplies, leatherworker's tools. Absolute basics to work with gems, wood, metal, stone, 'Essentia', or hide. For more specialized items, the DM may call for shit like Cobbler's tools (wanna make magic boots? Gotta be able to make regular boots first), Weaver's tools (can't make magic clothes if you can't make regular clothes), or other item-specific options. Now admittedly, most DMs will likely let you make a "close enough" roll, and some of them might even just let you buy the base item.
But it's still fun to be able to say "Hey! I'm making Boots of Haste. I have smithing, leatherworking, and cobbling proficiency. I can take a chunk of iron ore and a dead cow and produce fine boots. Is that worth a reduced DC maybe, because I have total control over the entire process?"
Skilled. It's good. Take it.
Please do not contact or message me.
Personally i like any off feats that give a +1 int
Observant and keen mind are personal favorites as they give some decent side bonus while boosting your int.
I will also point out that you can get training for various proficiencies under the optional rules for xanathar's guide to everything. The best part being that its one of the few situations where our high INT becomes an asset cutting the time to learn a new proficiency by almost half.
Aberrant Dragonmark.
Grants you 1 cantrip and a 1st level spell from the Sorceror list. The 1st level spell can be used once per short rest granting the Artificer a more useful short rest ability than just Right Tool for the Job considering RTFTJ's main benefit is not having to carry lots of sets of tools around... saving you maybe 40 or so lbs of things that you'd probably just store in your bag of holding anyway. The spellcasting ability is CON... but that's only an issue for spells that use ability modifiers.
With Aberrant Dragonmark you could take Mage Armor to cast it on yourself or others, potentially casting it through a Homunculus Servant or Familiar (gained through a separate feat) or even ON said Homunculus Servant or Familiar. You can even have it on multiple people at once due to it having an 8 hour duration and short rests taking 1 hour (or 10 minutes via catnap). It's not without reason then to basically have mage armor on yourself nearly 24/7.
Why not just learn whatever tools you need in downtime and save the feat for something else?
You only need an instructor that knows the tool prof and 250GP, it doesn't even seem to be a variant rule.
Between Guild Artisan and downtime your pick up pretty much all the tools you want pretty quickly.
Personally I'd go for Magic Initiate Wizard and stop that choking feeling only having two cantrips gives me.
Subscribe to our channel for character builds, roleplay and DM tips: www.youtube.com/c/dorkforge
Interested in Tasha's Cauldron of Everything? Check out our playlist on Youtube
Please feel free to message us with any requests or build challenges!
I know what you mean, especially since mending is a cantrip tax as well.
I am mostly an Alchemist type
I love spell sniper to get Chill Touch. On my Alchemist I pair that with Thorn Whip to prevent healing, or otherwise manipulate the battle field. Sure I don't get the level 5 +INT damage. But instead I get an open hand, or a shield + EAF. That ability only works for like 7 spells anyway. I still use it for healing though. Even if I end up dropping EAF for it.
Magic Intiate is great as well because of how limited spells are.
Abbarent is pretty fun as well.
UA's Telekinteic one is absolutely great as well + 1 int (love) and a real nice Mage Hand-thats stronger than the cantrip you can't afford to take (Because so few cantrip). If only it let you push in any direction...
Healer is great
-------
I'm pretty sure if you use Xanathar's you can just pay for learning profiencies. Which is my plan. use my ijnfusions to save my gold. to spend on that.
Battlesmith with the repeating shot infusion and Sharpshooter with heavy crossbow has been a blast with my character. I’ve put his intelligence up to 18 and so he get’s the +4 for Int bonus for it being a magical weapon, +3 prof, and +1 magic weapon bonus to hit. Damage is also + 5. ( int bonus and magic).
at 5th level with 2 attacks I can take two shots with a +8 to hit and ignoring any cover less than full. No ammo or reloading required. And if the AC isn’t that high the shots can be at a -5 to gain +10 dmg. Potentially two +3 attacks doing 1d10+15 dmg that ignore half or 3/4 cover. Sniping badass.
I am thinking that Elemental Adept is probably a must for an artillerist, and I made a thread about it a few months ago, and I'm in the opinion that it may be worth more than a n ability increase. Lots of things are resistant to fire or cold damage, and if you're using a fire or cold damaging cantrip as your main spell then getting more mileage out of it by ignoring resistances seems like a good idea. plus, it gives one extra point of damage on your lowest rolls,, which is a nice feature in my oppinion.
I'm surprised nobody's mentioned warcaster. It allows a Battlesmith to go sword/board and not ever worry about juggling. It allows an artillerist to use their enhanced focus/magical firearm AND a repulsion shield without juggling. The con advantage is not as interesting as Artillerists rely less on concentration spells, but I still think it's a great option. Especially with a DM who gets fussy about item interactions.
UPDATE: Although the RAW on this is murkier than a Moscow sewer, it appears that Warcaster is mostly redundant. Learned something today!
Since the way Artificer works makes all your spells require a focus and you can use infusions as your focus the juggling issue a lot of Gishes face are near non existant on Artificers.
Subscribe to our channel for character builds, roleplay and DM tips: www.youtube.com/c/dorkforge
Interested in Tasha's Cauldron of Everything? Check out our playlist on Youtube
Please feel free to message us with any requests or build challenges!
I've seen posts along the lines of "Artificer spells all have material components" but as far as I can tell, that's a homebrew workaround and not RAW. Using a focus, even if required, does not confer material components unless I am missing something. Has Crawford clarified this or am I missing part of the rules text?
UPDATE, I did find a tweet from somebody on the design team, but it's not anything official.
https://twitter.com/Dan_Dillon_1/status/1218604377545379840?s=19
Has anyone tried out a Great Weapon Master Battle Smith? Since you use Int you could theoretically also use Elven Accuracy, giving another path to this combo besides Hexblade.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
From Chapter 10: Spellcasting in the Player's Handbook:
"A character can use a component pouch or a spellcasting focus (found in chapter 5, “Equipment”) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell."
"Artificer spells all have material components" is more or less a statment equivalent to "Artificer spells all require a spellcasting focus" since a spellcasting focus's purpose is to be used in place of a material component for a spell it effectively is a material component.
And you can perform the somatic components of a spell with the same hand that's holding a spellcasting focus.
https://www.dndbeyond.com/sources/basic-rules/spellcasting#Components
Since Artificers are required to hold a spellcasting focus of some kind for all their spells then so long as one of the things they are holding is a spellcasting focus they can perform the somatic components of casting a spell. For an artificer an infused item (such as a shield or a weapon) is for them a spellcasting focus and thus can be held in the hand performing the somatic component of the spell.
That aspect of War Caster is completely unnecessary for Artificers. Really the only thing truly of benefit from WarCaster for an Artificer is the ability to cast spells in place of an opportunity attack.
Yes, but I think the conversation is a little past that point. What they're talking about is specifically the differences between S spells and S,M spells. See the odd rules interaction is this: Spells with both Somatic and Material components that are neither destroyed in the casting nor cost a listed gold amount can have both the S and M components satisfied by the use of a focus in one hand, but technically if the spell only has an S component, the hand holding the focus is no longer counted as a free hand to satisfy the requirement.
With the Artificer requiring tools for every spell, some people are saying that this automatically adds a hidden M requirement for every Artificer spell, thereby now allowing the use of a hand holding a tool to satisfy the requirements for an S only spell instead of the seemingly ridiculous requirement that an Artificer requires BOTH hands free to cast an S only spell.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
Yeah, I follow the logic completely (And I think the interaction rules around foci are kind of silly anyway) but I guess I have a tendency to rules-lawyer against myself too much ;)
Yeah sorry, my post was meant as a reply to @Silmakhor's post about spellcasting focuses not conferring material components.
They are kinda silly. Especially for Artificers.