I have been told that It would be Over powered to have a Artillerist Artificer who specialized in Turrets.
But picture this the part is fghting a Fire giant, instead of fielding a flame turret the Artificer brings out an ice turret. My view was that turrets could take the place of attuneable items for the class, but the Artificer can dedicate time, resources, and energy to creating or upgrading currently available turrets. Perhaps even cost an Artificer infusions.. I am trying to figure out how to balance things.
Well, there's already the artillerist. If you're talking about big, immobile turrets, then I feel like that would be a difficult thing to make sense in a combat to combat situation. Being able to just summon a turret whenever you need one seems pretty difficult to balance/justify.
However, I think it would make sense for an artificer(especially an artillerist) to be able to create arcane turrets to defend a turret or stronghold or something.
I was viewing it at a subclass of artillerist that focused on Eldritch Cannons (Called Turrets in older incarnations). The class only lists three options for cannons but I felt that if an artificer work on expanding cannon types via research it should be possible.
Eldritch Cannons
Cannon
Activation
Flamethrower
The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
I think you could work with your DM to house rule that. Specifically, making the flamethrower turret deal damage using other elements.
Personally, I would make a series of items you can find, perhaps some sort of catalyst or core, that you can utilize to change the turret's element. These items may or may not be consumed when used. I would also say that when you create the flamethrower turret, you should have to decide what element it is so that you can't deal different elemental damage each shot with the same turret.
Changing between elemental damage types (anything covered by the Absorb Elements spell) is considered by Wizards to be more or less in line. Some elemental damage is better than others, but not by so wide a margin as to break games. 5e is remarkably resilient in the face of minor tweaks. The so-called 'planar' damage types - necrotic, radiant, psychic, and especially force - are more powerful, but if you're playing a game where the artificer is actively questing to earn materials for upgrades? I wouldn't call them off the table, especially with the low overall damage of the Flamethrower turret.
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I have been told that It would be Over powered to have a Artillerist Artificer who specialized in Turrets.
But picture this the part is fghting a Fire giant, instead of fielding a flame turret the Artificer brings out an ice turret. My view was that turrets could take the place of attuneable items for the class, but the Artificer can dedicate time, resources, and energy to creating or upgrading currently available turrets. Perhaps even cost an Artificer infusions.. I am trying to figure out how to balance things.
Constructive thoughts welcomed
Well, there's already the artillerist.
If you're talking about big, immobile turrets, then I feel like that would be a difficult thing to make sense in a combat to combat situation. Being able to just summon a turret whenever you need one seems pretty difficult to balance/justify.
However, I think it would make sense for an artificer(especially an artillerist) to be able to create arcane turrets to defend a turret or stronghold or something.
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I was viewing it at a subclass of artillerist that focused on Eldritch Cannons (Called Turrets in older incarnations). The class only lists three options for cannons but I felt that if an artificer work on expanding cannon types via research it should be possible.
Eldritch Cannons
Flamethrower
The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
I think you could work with your DM to house rule that. Specifically, making the flamethrower turret deal damage using other elements.
Personally, I would make a series of items you can find, perhaps some sort of catalyst or core, that you can utilize to change the turret's element. These items may or may not be consumed when used. I would also say that when you create the flamethrower turret, you should have to decide what element it is so that you can't deal different elemental damage each shot with the same turret.
How to add tooltips on dndbeyond
Changing between elemental damage types (anything covered by the Absorb Elements spell) is considered by Wizards to be more or less in line. Some elemental damage is better than others, but not by so wide a margin as to break games. 5e is remarkably resilient in the face of minor tweaks. The so-called 'planar' damage types - necrotic, radiant, psychic, and especially force - are more powerful, but if you're playing a game where the artificer is actively questing to earn materials for upgrades? I wouldn't call them off the table, especially with the low overall damage of the Flamethrower turret.
Please do not contact or message me.