I saw this post over on Facebook and couldn't decide myself. Thought I'd ask you all here.
What are your ideal 6 attuned items for YOUR artificer. I dont mean what are the 6 best items to have, I mean what are the thematically best 6 items that match your Artificer's play style or aesthetic?
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Hjalmar Gunderson, Vuman Alchemist Plague Doctor in a HB Campaign, Post Netherese Invasion Cormyr (lvl20 retired) Godfrey, Autognome Butler in Ghosts of Saltmarsh into Spelljammer Grímr Skeggisson, Goliath Rune Knight in Rime of the Frostmaiden DM of two HB campaigns set in the same world.
I cannot really speak to the Alchemist or Battle Smith as I have yet to play one, but for a 20th-level Artillerist, I would use the following:
1. Ring of Spell-Storing
2. Wand Sheath loaded with a +3 Wand of the War Mage rigged to be your Arcane Firearm
3. Wand Sheath loaded with a Wand of Lightning Bolts
4. Staff of Power
5. Ring of Protection
6. Robe of the Archmagi
I would also have a holster filled with a half-dozen Wands of Magic Missile. If I have done my math correctly, then this setup should give you 7 lightning bolts (which is a spell you do not have), 4 more uses of: wall of force, a 5th-level fireball, or cone of cold, the option of casting globe of invulnerability, a +16 to your spell attacks (assuming a 20 Intelligence), a spell save DC of 21, an AC of 16 + Dex, and a +7 to all saving throws with Soul of Artifice.
Hmm. Interesting notion. Gonna have to do some research, methinks.
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Okay. For Star specifically, who is an archaeologist and Battlesmith concerned primarily with ridding herself of a particularly unpleasant Plot Curse and secondarily* with keeping herself and her sister alive on their expeditions? Assuming that for the purposes of this discussion she can't/hasn't made any of her own custom magic items, but somehow has unfettered access to every other piece of awesome loot in the game, something like the following:
1.) Arcane Propulsion Arm. Star has a prosthetic limb as it stands now, and if you're already down an arm and attuned to the prosthetic regardless, the APA's a straight upgrade. Also ensures she's impossible to fully disarm, since the APA can't be removed and always functions as a viable weapon. Gal prefers her guns, but having a force-damage rocket punch on tap is also pretty much exactly her speed.
2.) A Repeating Shot weapon, or a customized derivative thereof. Star don't do that melee business; hokey religions and ancient weapons are no match for a good blaster at your side.
3.) Cloak of Invisibility. Invisibility on command, without requiring Star to cast or maintain a spell, and without being lost if she attacks? Yes please. Not only an amazing combat item, but a fantastic piece of utility for sneaky skullduggery in a monster-infested tomb.
4.)Danoth's Visor, exalted of course. Because I find it very difficult indeed to think of a more useful item for someone whose job is investigating and cataloging dangerous forgotten ruins than this particular treat from Wildemount. Everything about this item is stuff Star would love. Just so nice.
5.) Ring of Air Elemental Command. What's better than an invisible artificer with a gun? A flying invisible artificer with a gun. Who can see through magical darkness, walls, other people's invisibility, and the Ethereal Plane. The Ring of Air Elemental Command is possibly one of the most overloaded items in the game, provided you've accomplished the relatively straightforward task of killing an air elemental while wearing it. Star was already planning on Winged Boots at higher levels; this thing is just a strictly, infinitely more awesome version of the Winged Boots.
6.) Spies' Murmur. Much as I personally hate the Ravnica book, Star would love a way to easily and silently communicate with her sister across any (reasonable) distance of monster-infested underground murder tomb. Also the only item on the list outside of her Repeating Shot gun she might feasibly own one day!
I saw this post over on Facebook and couldn't decide myself. Thought I'd ask you all here.
What are your ideal 6 attuned items for YOUR artificer. I dont mean what are the 6 best items to have, I mean what are the thematically best 6 items that match your Artificer's play style or aesthetic?
Hjalmar Gunderson, Vuman Alchemist Plague Doctor in a HB Campaign, Post Netherese Invasion Cormyr (lvl20 retired)
Godfrey, Autognome Butler in Ghosts of Saltmarsh into Spelljammer
Grímr Skeggisson, Goliath Rune Knight in Rime of the Frostmaiden
DM of two HB campaigns set in the same world.
1. Rod of Lordly Might
2. Staff of the Magi
3. Robe of the Archmagi
4. Rod of Resurrection
5. Ioun Stone of Mastery
6. Plate Armor of Etherealness
No one will have all of these magic items, but they are all extremely beneficial to the artificer.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Assuming its a level 20 artificer with 6 infusions (not UA) he's attuned to...
Periapt of Wound Closure - stops you dying
Winged Boots - Flying is great.
Hat of Wizardry - Casting any wizard cantrip? Useful.
Gauntlets of Ogre Power - 19 in Strength. Helps you with weapon attacks or doing some heavy lifting.
Amulet of Health - 19 in Constitution? Yes. Get that extra health and concentration bonus.
Enhanced Defense - +2AC to shield for a total of +4 to AC, so nice.
I cannot really speak to the Alchemist or Battle Smith as I have yet to play one, but for a 20th-level Artillerist, I would use the following:
1. Ring of Spell-Storing
2. Wand Sheath loaded with a +3 Wand of the War Mage rigged to be your Arcane Firearm
3. Wand Sheath loaded with a Wand of Lightning Bolts
4. Staff of Power
5. Ring of Protection
6. Robe of the Archmagi
I would also have a holster filled with a half-dozen Wands of Magic Missile. If I have done my math correctly, then this setup should give you 7 lightning bolts (which is a spell you do not have), 4 more uses of: wall of force, a 5th-level fireball, or cone of cold, the option of casting globe of invulnerability, a +16 to your spell attacks (assuming a 20 Intelligence), a spell save DC of 21, an AC of 16 + Dex, and a +7 to all saving throws with Soul of Artifice.
Bark side up, bark side down, it really, truly does not matter.
Hmm. Interesting notion. Gonna have to do some research, methinks.
.
..
...
Okay. For Star specifically, who is an archaeologist and Battlesmith concerned primarily with ridding herself of a particularly unpleasant Plot Curse and secondarily* with keeping herself and her sister alive on their expeditions? Assuming that for the purposes of this discussion she can't/hasn't made any of her own custom magic items, but somehow has unfettered access to every other piece of awesome loot in the game, something like the following:
1.) Arcane Propulsion Arm. Star has a prosthetic limb as it stands now, and if you're already down an arm and attuned to the prosthetic regardless, the APA's a straight upgrade. Also ensures she's impossible to fully disarm, since the APA can't be removed and always functions as a viable weapon. Gal prefers her guns, but having a force-damage rocket punch on tap is also pretty much exactly her speed.
2.) A Repeating Shot weapon, or a customized derivative thereof. Star don't do that melee business; hokey religions and ancient weapons are no match for a good blaster at your side.
3.) Cloak of Invisibility. Invisibility on command, without requiring Star to cast or maintain a spell, and without being lost if she attacks? Yes please. Not only an amazing combat item, but a fantastic piece of utility for sneaky skullduggery in a monster-infested tomb.
4.)Danoth's Visor, exalted of course. Because I find it very difficult indeed to think of a more useful item for someone whose job is investigating and cataloging dangerous forgotten ruins than this particular treat from Wildemount. Everything about this item is stuff Star would love. Just so nice.
5.) Ring of Air Elemental Command. What's better than an invisible artificer with a gun? A flying invisible artificer with a gun. Who can see through magical darkness, walls, other people's invisibility, and the Ethereal Plane. The Ring of Air Elemental Command is possibly one of the most overloaded items in the game, provided you've accomplished the relatively straightforward task of killing an air elemental while wearing it. Star was already planning on Winged Boots at higher levels; this thing is just a strictly, infinitely more awesome version of the Winged Boots.
6.) Spies' Murmur. Much as I personally hate the Ravnica book, Star would love a way to easily and silently communicate with her sister across any (reasonable) distance of monster-infested underground murder tomb. Also the only item on the list outside of her Repeating Shot gun she might feasibly own one day!
Please do not contact or message me.
I'm sorry, but if the Cape of Billowing isn't on your list, you're simply doing it wrong.
Doesn't the cape of billowing not require attunement?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Yeah you're right. My bad. Joke failed.