I don't think he is offical eratta voice anymore right? Its just his opinion these days? Weighted opionion but just opinion right? that said. I still love Theif Rogue 3dip for Alchemist. Since they pair well with Healer feat. And just in general amusing. More so i the Gm allows Elixir consuming with the Bonus Action.
Elixirs aren't well defined. it takes an action to consume but it is unclear if its an "item use" action or a specific action. But. If Rogue Theif allows for bonus action use.. that is a great tasty combo. Also at earlier levels sneak attack + Magic Stone + A sling makes an Int-spell attack roll that is a Weapon Attack roll. So you can rock that sneak attack when you use Magic Stone via a Sling. You pay for it in range icnrement though.
2: I realize now snare takes a whole minute to work, so probably won’t work in the heat of battle.
Of note. Spell Gem (Think thats the name) the item that lets you store a spell and activate to do it? Those bypass the casting time thing. So that can be used to snare in battle. (My plan of which personally was to use Fabricate with a spell gem in order to be able to 'instant cast' hard cover. Or a giant spike /spire to stab/fall on an enemy etc).
Certainly not an optimized combination, but a Lizardfolk Artificer using their Cunning Artisan feature has plenty of things to infuse after killing a beast, construct, dragon, monstrosity, or plant creature. Plus you can also have a creepy defender made of sinew and bone.
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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!
Certainly not an optimized combination, but a Lizardfolk Artificer using their Cunning Artisan feature has plenty of things to infuse after killing a beast, construct, dragon, monstrosity, or plant creature. Plus you can also have a creepy defender made of sinew and bone.
Not optimized, but super cool to do. Kill a dragon or bear, take its femur, make a weapon, then turn it magical. Awesome. Then take their hide/scales, make armor eventually, and then make it magical armor. Very good.
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Please check out my homebrew, I would appreciate feedback:
Total ac is a solid 19 + (max 2 for dex)for the moment.
But it gets better
In a pinch you can bump that up to a maximum of 23 via arcane deflection
But then there is the thing you are really good at, saves.
A +4 to any save via arcane deflection is nice.
But flash of genius let's you toss around a nice bonus for your friends.
At level 17 the ability to.grant half cover to nearby allies means you are giving them.plent of awesome bonuses to help with their ac and their dex saves.
Also weird note about the flash of genius ability
If you can find a way to break 20 int that ability gets bonkers.
Not sure if this is a "combo," but echo knight + steel defender sounds like a good way to make a solid front line, especially for a small party.
Definitely counts as a combo.
Cool.. . . I am probably going to try it!
Right now, it looks like I am going to go Echo Knight 3/ Battlesmith x. Eventually using a pole arm + GWM to leverage the echo knight extra attacks and opportunity attacks, but carrying around a hvy xbow and drop-swapping for keeping things ranged and still hitting hard when necessary. The idea of swapping works because the character will ideally never be in melee range [only the echo will] and so it's unlikely that an opponent will mess with the weapon that's been dropped on the ground. The SADness of artificer and the infusions means compromise is unnecessary when going for the best ranged *and* melee weapons.
I think it will be a lot of fun, if not purely optimized.
well i have figured out how to be really good at lockpicking as an 6th level artificer and i might as well share it here:
an house kundarak dwarf with the infusion that lets you add your int mod to checks made with your tools, guidance, and also the gloves of thivery infusion would be able to add 17 + 2d4 to all dexterity based thives tool's checks, making it rather likely for them to beat even DC 30 thieves tool's checks. And even if you fail you are an kundarak dwarf, locks are in your blood and so you are able to learn the knock spell to just automatically suceed on unlocking at least one lock using a mere spell slot (this build assumes point buy) (also why is knock not on the artificer spell list normally, it fits so damm well)
spell storing item uses the proficiency bonus of the user. I do not really knwo what to do with that information, other than an artillerist might store scorching ray and give it to an higher level adventurer or even just a dragon, knowing they will use it better
the chartalan's dice and ring of water breathing can both fit in your hand while you are holding another item according to common sense, that is really useful since infused items are also spellcasting foci, so you can do that to still cast spells with full hands or to cast spells with an very dicrete focus if you live in a place where wands and staffs are treated as weappons
14th level lets you cast stuff like find steed and find familliar via spell scrolls and thus have permanent companions, and that is very nice but probably something you have heard before
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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
not sure if this was covered, but i have a warforged artillerist is IS the gun, (also named gun for the meme) repulsor shield, wand sheath and put arcane firearm(wand) on it, holds a gun, (or light crossbow) with repeating shot. sharpshooter feat. bonfire cantrip, and thornwhip. eldritch cannon made tiny with legs to give it a climb speed, on ONE HAND, i have a cross bow, an eldritch cannon, and an arcane firearm, and it i REALLY REALLY WANTED, and armblade......on the other i have +2 AC and a *get away from me* reaction 4 times for long rest. the sheer versatility on this is staggering. thornwhip and bonfire (and force ballistae) means i can bully people into a five by five OVEN to cook them alive. anything at range gets sharpshooter'ed for a LOT of damage. multiclass into something that get an extra attack and its just sick. less of a 'stacking' combo as it is a versatile combo. maaaaaaybe avoid if your group isn't big on optimization...
Apologies for the mini-necro, but I've come up with a saucy Battle Smith combo that I'm just bursting to share.
Cast either Spider Climb or Fly on the Steel Defender.
On its turn, position it directly above a group of enemies.
On your next turn, cast Enlarge on the Steel Defender.
Oh dear, it looks like casting that just broke your concentration on the only thing keeping your robot aloft.
SPLAT
Questions for the DM to ponder (after defenestrating you IRL for doing this) include: How much damage does each enemy take? How much does the Steel Defender take? Which square on the grid does everyone now end up in?
Fortunately, we can help with the first of those!
A human is a broadly typical size for an example medium creature, so assume our Steel Defender probably occupies a similar volume.
An average adult human covers ~0.071 m^3.
Steel has a density of ~7,700 kg/m^3.
Therefore, the Steel Defender weighs ~550 kg.
Enlarge octouples its weight, so we're up to 4,400 kg.
That's FOUR AND A HALF TONNES (a little more than 3 cars, a little less than an elephant) crashing down on a 10 foot square full of unsuspecting creatures.
On the unpleasantness scale, I'd put that around 'crushed by compacting walls' on the old Improvising Damage table, so... 10d10?
Did I mention the SPLAT?
(Yes, this is ridiculously janky/costly to set up and a thousand things can go wrong and you will not be welcome back at the table ever again, but definitely worth it for the mental image alone)
With two artificer levels you can easily travel to the astral plane . Just make two bags of holding and drop one inside the other . It sucks everyone within five feet into the astral plane and from there you can find colour pools leading to all the major planes . Since it isn't a spell , it probably works in Carceri too.
With two artificer levels you can easily travel to the astral plane . Just make two bags of holding and drop one inside the other . It sucks everyone within five feet into the astral plane and from there you can find colour pools leading to all the major planes . Since it isn't a spell , it probably works in Carceri too.
All planar portals/ gates between carceri and Another plane become one way portals that can Only lead you to carceri but not out of carceri, or at least that is implied by the prison plane options rule, as it States the following in the third sentence "portals and gates opened onto the plane become one-way only", technically you are making a portal in carceri and not some other place and it is already a one way portal so it might work but it might also not work
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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
With two artificer levels you can easily travel to the astral plane . Just make two bags of holding and drop one inside the other . It sucks everyone within five feet into the astral plane and from there you can find colour pools leading to all the major planes . Since it isn't a spell , it probably works in Carceri too.
If you mean to do this through infusions then you'll need two level 2 artificers not just one.
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. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
Apologies for the mini-necro, but I've come up with a saucy Battle Smith combo that I'm just bursting to share.
Cast either Spider Climb or Fly on the Steel Defender.
On its turn, position it directly above a group of enemies.
On your next turn, cast Enlarge on the Steel Defender.
Oh dear, it looks like casting that just broke your concentration on the only thing keeping your robot aloft.
SPLAT
Questions for the DM to ponder (after defenestrating you IRL for doing this) include: How much damage does each enemy take? How much does the Steel Defender take? Which square on the grid does everyone now end up in?
Fortunately, we can help with the first of those!
A human is a broadly typical size for an example medium creature, so assume our Steel Defender probably occupies a similar volume.
An average adult human covers ~0.071 m^3.
Steel has a density of ~7,700 kg/m^3.
Therefore, the Steel Defender weighs ~550 kg.
Enlarge octouples its weight, so we're up to 4,400 kg.
That's FOUR AND A HALF TONNES (a little more than 3 cars, a little less than an elephant) crashing down on a 10 foot square full of unsuspecting creatures.
On the unpleasantness scale, I'd put that around 'crushed by compacting walls' on the old Improvising Damage table, so... 10d10?
Did I mention the SPLAT?
(Yes, this is ridiculously janky/costly to set up and a thousand things can go wrong and you will not be welcome back at the table ever again, but definitely worth it for the mental image alone)
Now, this is evil, but not evil enough. We can be even more mean to the DM, right? Let us presume that changing the appearance of the steel defender lets you change what it is made out of. Now, our steel defender is made of osmium. It now has a starting mass of 1.6 metric tonnes. Octuple that, and we have a mass of 12.8 tonnes. That's about nine cars. Have fun.
Rollback Post to RevisionRollBack
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
Apologies for the mini-necro, but I've come up with a saucy Battle Smith combo that I'm just bursting to share.
Cast either Spider Climb or Fly on the Steel Defender.
On its turn, position it directly above a group of enemies.
On your next turn, cast Enlarge on the Steel Defender.
Oh dear, it looks like casting that just broke your concentration on the only thing keeping your robot aloft.
SPLAT
Questions for the DM to ponder (after defenestrating you IRL for doing this) include: How much damage does each enemy take? How much does the Steel Defender take? Which square on the grid does everyone now end up in?
Fortunately, we can help with the first of those!
A human is a broadly typical size for an example medium creature, so assume our Steel Defender probably occupies a similar volume.
An average adult human covers ~0.071 m^3.
Steel has a density of ~7,700 kg/m^3.
Therefore, the Steel Defender weighs ~550 kg.
Enlarge octouples its weight, so we're up to 4,400 kg.
That's FOUR AND A HALF TONNES (a little more than 3 cars, a little less than an elephant) crashing down on a 10 foot square full of unsuspecting creatures.
On the unpleasantness scale, I'd put that around 'crushed by compacting walls' on the old Improvising Damage table, so... 10d10?
Did I mention the SPLAT?
(Yes, this is ridiculously janky/costly to set up and a thousand things can go wrong and you will not be welcome back at the table ever again, but definitely worth it for the mental image alone)
Now, this is evil, but not evil enough. We can be even more mean to the DM, right? Let us presume that changing the appearance of the steel defender lets you change what it is made out of. Now, our steel defender is made of osmium. It now has a starting mass of 1.6 metric tonnes. Octuple that, and we have a mass of 12.8 tonnes. That's about nine cars. Have fun.
While you're at it, make the steel defender a Thwomp (with little legs in the corners so it can still walk)
Go as an Aaracokra and go Alchemist. With Alchemist's supplies you can create Vials of Acid, which when shattered on a creature deals 2d6 acid damage, and each vial only weighs one pound. So you could take some vials, string them together, and then throw them with catapult, for a total of 3d8+10d6. Additionally, you could fly higher than anyone else on the battlefield and then drop your vials, still doing 2d6 acid damage, plus possible falling damage. Fun combo.
Go as an Aaracokra and go Alchemist. With Alchemist's supplies you can create Vials of Acid, which when shattered on a creature deals 2d6 acid damage, and each vial only weighs one pound. So you could take some vials, string them together, and then throw them with catapult, for a total of 3d8+10d6. Additionally, you could fly higher than anyone else on the battlefield and then drop your vials, still doing 2d6 acid damage, plus possible falling damage. Fun combo.
only problem is of course that it would cost you a total of 62 gp and 5 sp to make in total, with 5 days of downtime to make. Of course if you combine it with crafting rules proper you can make 6 vials in 5 days but this is still a lot of downtime for a rather small amount of damage.
Perhaps you could cast fabricate on the raw ingredients to produce it faster, although you'd be better of playing a wizard for 7 levels than a artificer for 13 if you want to do that.
Oh and of course, if you have additional empty vials just lying around you can infuse a single Alchemy Jug to tripple your Acid production speed and reduce the cost significantly, 8 ounces of liquid is exactly what you need for 2 vials
also there is not really any reason to go for alchemist, any of the four subclasses can pick up proficency in alchemist's supplies for free at lvl 1
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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
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Definitely counts as a combo.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Cool.. . . I am probably going to try it!
I don't think he is offical eratta voice anymore right? Its just his opinion these days? Weighted opionion but just opinion right?
that said. I still love Theif Rogue 3dip for Alchemist. Since they pair well with Healer feat. And just in general amusing. More so i the Gm allows Elixir consuming with the Bonus Action.
Elixirs aren't well defined. it takes an action to consume but it is unclear if its an "item use" action or a specific action. But. If Rogue Theif allows for bonus action use.. that is a great tasty combo. Also at earlier levels sneak attack + Magic Stone + A sling makes an Int-spell attack roll that is a Weapon Attack roll. So you can rock that sneak attack when you use Magic Stone via a Sling. You pay for it in range icnrement though.
Of note. Spell Gem (Think thats the name) the item that lets you store a spell and activate to do it? Those bypass the casting time thing. So that can be used to snare in battle.
(My plan of which personally was to use Fabricate with a spell gem in order to be able to 'instant cast' hard cover. Or a giant spike /spire to stab/fall on an enemy etc).
Certainly not an optimized combination, but a Lizardfolk Artificer using their Cunning Artisan feature has plenty of things to infuse after killing a beast, construct, dragon, monstrosity, or plant creature. Plus you can also have a creepy defender made of sinew and bone.
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!
Not optimized, but super cool to do. Kill a dragon or bear, take its femur, make a weapon, then turn it magical. Awesome. Then take their hide/scales, make armor eventually, and then make it magical armor. Very good.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
This is what I'm running right now.
Wizard 2- war
Artificer 7- any (my preference being for artillery)
You can make your own ac a fairly insane number via
Enhance defense armor (half plate) 15 + 1 (2 at 10)
Repulsion shield - +2 ac + 1
Total ac is a solid 19 + (max 2 for dex)for the moment.
But it gets better
In a pinch you can bump that up to a maximum of 23 via arcane deflection
But then there is the thing you are really good at, saves.
A +4 to any save via arcane deflection is nice.
But flash of genius let's you toss around a nice bonus for your friends.
At level 17 the ability to.grant half cover to nearby allies means you are giving them.plent of awesome bonuses to help with their ac and their dex saves.
Also weird note about the flash of genius ability
If you can find a way to break 20 int that ability gets bonkers.
Right now, it looks like I am going to go Echo Knight 3/ Battlesmith x. Eventually using a pole arm + GWM to leverage the echo knight extra attacks and opportunity attacks, but carrying around a hvy xbow and drop-swapping for keeping things ranged and still hitting hard when necessary. The idea of swapping works because the character will ideally never be in melee range [only the echo will] and so it's unlikely that an opponent will mess with the weapon that's been dropped on the ground. The SADness of artificer and the infusions means compromise is unnecessary when going for the best ranged *and* melee weapons.
I think it will be a lot of fun, if not purely optimized.
well i have figured out how to be really good at lockpicking as an 6th level artificer and i might as well share it here:
an house kundarak dwarf with the infusion that lets you add your int mod to checks made with your tools, guidance, and also the gloves of thivery infusion would be able to add 17 + 2d4 to all dexterity based thives tool's checks, making it rather likely for them to beat even DC 30 thieves tool's checks. And even if you fail you are an kundarak dwarf, locks are in your blood and so you are able to learn the knock spell to just automatically suceed on unlocking at least one lock using a mere spell slot (this build assumes point buy) (also why is knock not on the artificer spell list normally, it fits so damm well)
spell storing item uses the proficiency bonus of the user. I do not really knwo what to do with that information, other than an artillerist might store scorching ray and give it to an higher level adventurer or even just a dragon, knowing they will use it better
the chartalan's dice and ring of water breathing can both fit in your hand while you are holding another item according to common sense, that is really useful since infused items are also spellcasting foci, so you can do that to still cast spells with full hands or to cast spells with an very dicrete focus if you live in a place where wands and staffs are treated as weappons
14th level lets you cast stuff like find steed and find familliar via spell scrolls and thus have permanent companions, and that is very nice but probably something you have heard before
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 sure if this was covered, but i have a warforged artillerist is IS the gun, (also named gun for the meme) repulsor shield, wand sheath and put arcane firearm(wand) on it, holds a gun, (or light crossbow) with repeating shot. sharpshooter feat. bonfire cantrip, and thornwhip. eldritch cannon made tiny with legs to give it a climb speed, on ONE HAND, i have a cross bow, an eldritch cannon, and an arcane firearm, and it i REALLY REALLY WANTED, and armblade......on the other i have +2 AC and a *get away from me* reaction 4 times for long rest. the sheer versatility on this is staggering. thornwhip and bonfire (and force ballistae) means i can bully people into a five by five OVEN to cook them alive. anything at range gets sharpshooter'ed for a LOT of damage. multiclass into something that get an extra attack and its just sick. less of a 'stacking' combo as it is a versatile combo. maaaaaaybe avoid if your group isn't big on optimization...
Battlesmiths with firearms are good. Warforged ones are very good in theme, but unfortunately, guns aren't legal in Eberron, largely.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Apologies for the mini-necro, but I've come up with a saucy Battle Smith combo that I'm just bursting to share.
Questions for the DM to ponder (after defenestrating you IRL for doing this) include: How much damage does each enemy take? How much does the Steel Defender take? Which square on the grid does everyone now end up in?
Fortunately, we can help with the first of those!
(Yes, this is ridiculously janky/costly to set up and a thousand things can go wrong and you will not be welcome back at the table ever again, but definitely worth it for the mental image alone)
With two artificer levels you can easily travel to the astral plane . Just make two bags of holding and drop one inside the other . It sucks everyone within five feet into the astral plane and from there you can find colour pools leading to all the major planes . Since it isn't a spell , it probably works in Carceri too.
All planar portals/ gates between carceri and Another plane become one way portals that can Only lead you to carceri but not out of carceri, or at least that is implied by the prison plane options rule, as it States the following in the third sentence "portals and gates opened onto the plane become one-way only", technically you are making a portal in carceri and not some other place and it is already a one way portal so it might work but it might also not work
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
If you mean to do this through infusions then you'll need two level 2 artificers not just one.
So one bag of holding per artificer.
Now, this is evil, but not evil enough. We can be even more mean to the DM, right? Let us presume that changing the appearance of the steel defender lets you change what it is made out of. Now, our steel defender is made of osmium. It now has a starting mass of 1.6 metric tonnes. Octuple that, and we have a mass of 12.8 tonnes. That's about nine cars. Have fun.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
While you're at it, make the steel defender a Thwomp (with little legs in the corners so it can still walk)
How to add tooltips on dndbeyond
Go as an Aaracokra and go Alchemist. With Alchemist's supplies you can create Vials of Acid, which when shattered on a creature deals 2d6 acid damage, and each vial only weighs one pound. So you could take some vials, string them together, and then throw them with catapult, for a total of 3d8+10d6. Additionally, you could fly higher than anyone else on the battlefield and then drop your vials, still doing 2d6 acid damage, plus possible falling damage. Fun combo.
Andrew Reitman-Lewis
only problem is of course that it would cost you a total of 62 gp and 5 sp to make in total, with 5 days of downtime to make. Of course if you combine it with crafting rules proper you can make 6 vials in 5 days but this is still a lot of downtime for a rather small amount of damage.
Perhaps you could cast fabricate on the raw ingredients to produce it faster, although you'd be better of playing a wizard for 7 levels than a artificer for 13 if you want to do that.
Oh and of course, if you have additional empty vials just lying around you can infuse a single Alchemy Jug to tripple your Acid production speed and reduce the cost significantly, 8 ounces of liquid is exactly what you need for 2 vials
also there is not really any reason to go for alchemist, any of the four subclasses can pick up proficency in alchemist's supplies for free at lvl 1
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