your proficiency bonus is doubled for any skill check that uses your proficiency in a tool, something that makes total sense for the artificer until you remember how diverse tool expertise truly is and that this atrificer feature makes you better not only in tools used to create stuff, but also makes an artificer proficient in a type of vechicle better at piloting said vechicle, an artificer who is proficient in an instrument better at playing that instrument and an artificer proficient in dragon chess an grand master dragonchess player. Similarly this also makes an artificer with the right proficiencies an terrific gambler, and depending on how you interpret the rules an atrificer 6/ bard 2 will more or less be proficient in every tool, ignoing the alternative benefits for tool proficiency in xanatars guide to everything
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Expertise in tools is powerful but also extremely limited. Some gaming tables can you go years before seeing a single tool proficiency check or challenge.
It also comes online a lot later than the rogue and Bard expertise. Overall it is flavorful but not overly powerful.
not saying it is powerful per se, its really not and i am not complaining that it overpowered becuase that would be dishonest of me, all i am really saying is that it might get a bit funky from a story perspective that the party artificer suddenly has an better technical understanding of their instrument than the typical bard does and that they suddenly become significantly better gamblers and pilots than before, there is often no story reason for why you are suddenly really good at all kinds of tools, it makes sense that your training as an artificer helps you complete tasks with artisans tools, since those are often the tools used for spellcasting, an artificer who casts spells with cooking utensils should be an expert at cooking and one using alchemist supplies should be an expert in that, if an atrificer is proficient in wind instruments and has the pipes of haunting infusion, using that instrument to cast spells they should get the same benefits, but getting expertise in things that are completely unrelated to your craft, or ones unrelated to your class feels weird like a tinkers tools artificer who likes all things mechanical, for him it makes sense that he has expertese in thives tools as well, maybe even land vehicles as well since they are also kind of technical, but if he has the right background he might suddenly gain expertise in a tool unrelated to his whole artificer stick.
Yes, you can ignore it or choose not to roleplay it, say he is just as good at piloting a boat as he was at level 5, or you can give an lore explaination not related to the artificer class such as him getting tutorage by an master sailor during his downtime, again i am not saying it is overpowered, just that its a little goofy/ silly / nonsensical
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I've wonder if they unintentionally left the the word artisan's out of the feature.
Guess what class I'm describing
Jack of All Trades, more proficiencies than almost any class, steals abilities from other classes, is a master at versatility, and plays musical instruments better than any other class.
Who is it?
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Please check out my homebrew, I would appreciate feedback:
I've wonder if they unintentionally left the the word artisan's out of the feature.
Guess what class I'm describing
Jack of All Trades, more proficiencies than almost any class, steals abilities from other classes, is a master at versatility, and plays musical instruments better than any other class.
Bard, rogue, and artificer are all about even in those regards though a knowledge cleric could with some work.
Tool expertise vs reliable talent vs glibness/full caster is a toss up for 'best' user of an instrument.
remember, artificers can cast spells with musical instruments if they happen to know and use the infusion for pipes of haunting or pipes of the sewers, since they can cast.
Also, while bards do not get expertise in their tools, they do get expertise in performance, so you might say that the verry emotionally driven bard has an better understanding of how to entertain an audience and to pour their heart and soul into an performance, whereas the very scientifically driven artificer has an better technical understanding of their instrument, knows more about music theory and harmonies and octaves and whatnot, that's why they cast with int whereas bards cast with cha.
And who knows, maybe this "scientific approach" applies to all the tools in a way, that is why they can get expertise in every tool, they "get" chess and card games like they "get" technology. And your artificer being good at motorcycles kinda almost makes sense with him having created the motorcycle
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I've wonder if they unintentionally left the the word artisan's out of the feature.
I'd assume it was intentional, if it was just Artisan's then it wouldn't cover: Thieves' Tools, Herbalism Kit, Poisoner's kit, Disguise kit and Forgery kit, all of which seem fair game for an Artificer character.
Restricting it to Artisans tools shuts down a lot of what people would have wanted for that feature though. It probably should have just read any tool except vehicles.
Restricting it to Artisans tools shuts down a lot of what people would have wanted for that feature though. It probably should have just read any tool except vehicles.
but even then, some players might argue that if their character makes vehicles for a living, that they should be alloweed to pilot them better, the artificer being a sort of "engine whisperer"
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I agree with you, what you replied to was about the old Warforged Envoy feature. DnD Beyond should really show who you're replying to, may as well just use quotes...
This reminds me of when Warforged could be transformers because they forgot to put "artisans tools" in Wayfinder's Guide to Eberron.
also didnt it say that the tool was intergrated into their hands back when the envoy was a thing? how do you fit an entire galley in your hands?
How do armblades fit into a warforged's arm? The "blade" could literally be a warhammer, but while in your arm, it shrinks down to small enough to store. Warforged Artificers at high enough level can fit 6 warhammers into one arm.
So, to answer the question, "magic, I guess".
I want to fit an entire air ship into my arm.
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Please check out my homebrew, I would appreciate feedback:
This reminds me of when Warforged could be transformers because they forgot to put "artisans tools" in Wayfinder's Guide to Eberron.
also didnt it say that the tool was intergrated into their hands back when the envoy was a thing? how do you fit an entire galley in your hands?
How do armblades fit into a warforged's arm? The "blade" could literally be a warhammer, but while in your arm, it shrinks down to small enough to store. Warforged Artificers at high enough level can fit 6 warhammers into one arm.
So, to answer the question, "magic, I guess".
I want to fit an entire air ship into my arm.
Where does the warhammer armblade go when retracted?
The answer is obvious: "Hammer Space."
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Bark side up, bark side down, it really, truly does not matter.
Restricting it to Artisans tools shuts down a lot of what people would have wanted for that feature though. It probably should have just read any tool except vehicles.
but even then, some players might argue that if their character makes vehicles for a living, that they should be alloweed to pilot them better, the artificer being a sort of "engine whisperer"
Which is a pretty silly argument. Just because you build something doesn't mean you can use it, at least not better than people who have trained to use them. There's a reason why the people who built the first jet fighters were not the same people as the ones who flew them.
Restricting it to Artisans tools shuts down a lot of what people would have wanted for that feature though. It probably should have just read any tool except vehicles.
but even then, some players might argue that if their character makes vehicles for a living, that they should be alloweed to pilot them better, the artificer being a sort of "engine whisperer"
Which is a pretty silly argument. Just because you build something doesn't mean you can use it, at least not better than people who have trained to use them. There's a reason why the people who built the first jet fighters were not the same people as the ones who flew them.
Who's doing silly arguments now?
Remember Artificers only get expertise in tools they're already proficient in, so they've also been trained how to use those things.
It's more like a fighter pilot getting more intimately familiar with the technical specs of her jet and using that knowledge to better push the limits.
They only reason the people who built the first fighter jets didn't fly them is because they weren't seen as expendable compared to the farm boy who was trained to handle a stick.
Yeah, that is kind of a silly argument. Artificers know how to build things, and use the things they build.
Saying "an artificer shouldn't know how to drive their own vehicle" is a bit like saying "a battle smith shouldn't know how to control their own Steel Defender!"
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Please check out my homebrew, I would appreciate feedback:
your proficiency bonus is doubled for any skill check that uses your proficiency in a tool, something that makes total sense for the artificer until you remember how diverse tool expertise truly is and that this atrificer feature makes you better not only in tools used to create stuff, but also makes an artificer proficient in a type of vechicle better at piloting said vechicle, an artificer who is proficient in an instrument better at playing that instrument and an artificer proficient in dragon chess an grand master dragonchess player. Similarly this also makes an artificer with the right proficiencies an terrific gambler, and depending on how you interpret the rules an atrificer 6/ bard 2 will more or less be proficient in every tool, ignoing the alternative benefits for tool proficiency in xanatars guide to everything
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
not saying it is powerful per se, its really not and i am not complaining that it overpowered becuase that would be dishonest of me, all i am really saying is that it might get a bit funky from a story perspective that the party artificer suddenly has an better technical understanding of their instrument than the typical bard does and that they suddenly become significantly better gamblers and pilots than before, there is often no story reason for why you are suddenly really good at all kinds of tools, it makes sense that your training as an artificer helps you complete tasks with artisans tools, since those are often the tools used for spellcasting, an artificer who casts spells with cooking utensils should be an expert at cooking and one using alchemist supplies should be an expert in that, if an atrificer is proficient in wind instruments and has the pipes of haunting infusion, using that instrument to cast spells they should get the same benefits, but getting expertise in things that are completely unrelated to your craft, or ones unrelated to your class feels weird like a tinkers tools artificer who likes all things mechanical, for him it makes sense that he has expertese in thives tools as well, maybe even land vehicles as well since they are also kind of technical, but if he has the right background he might suddenly gain expertise in a tool unrelated to his whole artificer stick.
Yes, you can ignore it or choose not to roleplay it, say he is just as good at piloting a boat as he was at level 5, or you can give an lore explaination not related to the artificer class such as him getting tutorage by an master sailor during his downtime, again i am not saying it is overpowered, just that its a little goofy/ silly / nonsensical
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Well, my party's Warforged Artificer made a motorcycle, so I guess next level he'll be better at riding it than I thought he would be
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Guess what class I'm describing
Jack of All Trades, more proficiencies than almost any class, steals abilities from other classes, is a master at versatility, and plays musical instruments better than any other class.
Who is it?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
remember, artificers can cast spells with musical instruments if they happen to know and use the infusion for pipes of haunting or pipes of the sewers, since they can cast.
Also, while bards do not get expertise in their tools, they do get expertise in performance, so you might say that the verry emotionally driven bard has an better understanding of how to entertain an audience and to pour their heart and soul into an performance, whereas the very scientifically driven artificer has an better technical understanding of their instrument, knows more about music theory and harmonies and octaves and whatnot, that's why they cast with int whereas bards cast with cha.
And who knows, maybe this "scientific approach" applies to all the tools in a way, that is why they can get expertise in every tool, they "get" chess and card games like they "get" technology. And your artificer being good at motorcycles kinda almost makes sense with him having created the motorcycle
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I'd assume it was intentional, if it was just Artisan's then it wouldn't cover: Thieves' Tools, Herbalism Kit, Poisoner's kit, Disguise kit and Forgery kit, all of which seem fair game for an Artificer character.
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This reminds me of when Warforged could be transformers because they forgot to put "artisans tools" in Wayfinder's Guide to Eberron.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Restricting it to Artisans tools shuts down a lot of what people would have wanted for that feature though. It probably should have just read any tool except vehicles.
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!
but even then, some players might argue that if their character makes vehicles for a living, that they should be alloweed to pilot them better, the artificer being a sort of "engine whisperer"
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
also didnt it say that the tool was intergrated into their hands back when the envoy was a thing? how do you fit an entire galley in your hands?
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I agree with you, what you replied to was about the old Warforged Envoy feature. DnD Beyond should really show who you're replying to, may as well just use quotes...
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!
How do armblades fit into a warforged's arm? The "blade" could literally be a warhammer, but while in your arm, it shrinks down to small enough to store. Warforged Artificers at high enough level can fit 6 warhammers into one arm.
So, to answer the question, "magic, I guess".
I want to fit an entire air ship into my arm.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Where does the warhammer armblade go when retracted?
The answer is obvious: "Hammer Space."
Bark side up, bark side down, it really, truly does not matter.
Which is a pretty silly argument. Just because you build something doesn't mean you can use it, at least not better than people who have trained to use them. There's a reason why the people who built the first jet fighters were not the same people as the ones who flew them.
Who's doing silly arguments now?
Remember Artificers only get expertise in tools they're already proficient in, so they've also been trained how to use those things.
It's more like a fighter pilot getting more intimately familiar with the technical specs of her jet and using that knowledge to better push the limits.
They only reason the people who built the first fighter jets didn't fly them is because they weren't seen as expendable compared to the farm boy who was trained to handle a stick.
Yeah, that is kind of a silly argument. Artificers know how to build things, and use the things they build.
Saying "an artificer shouldn't know how to drive their own vehicle" is a bit like saying "a battle smith shouldn't know how to control their own Steel Defender!"
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms