This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan’s tool of your choice (see the “Equipment” chapter in the Player’s Handbook for a list of artisan’s tools). Whatever form the tool takes, you are proficient with it.
I think this is more of a "Theater of the Mind" for me but... does this turn into an individual tool ( a screwdriver turns into a hammer or a crowbar) or does it turn into the whole tool kit? The former makes sense to me (multitool-like), the latter kinda makes the "tools of the trade" class feature useless in away.
If you're talking about the Armorer subclass feature, you still get Heavy Armor proficiency, but in the end its biggest benefit (which I think makes the tradeoff worth it) is at level 6 when you get:
Tool Expertise
Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
and since you now can be proficient with any tool with an action, you get double proficiency for any tool check. Also having the proficiency regularly is still beneficial in situations where you're separated from your All Purpose Tool. Like maybe someone poisons your food, takes your items, and tries to turn you into a slave.
As to the kit or single tool question, It would probably depend on the DM. I think it would come down to does it span the glass bottles or vials that come in a kit or just the tool like a saw. I've always thought of it like a swiss army knife (which I think makes the most sense), but you pull out the tool necessary. Meaning the glass bottles and other items technically used up would be required separately. With the wording, I could totally see a DM saying otherwise in a not as serious campaign or a group that just doesnt enjoy the added preparation. I think adding the prep can also balance it since its really good in my opinion.
It's a shameful exploit for entitled gamers who want to be good at everything without the effort. Ignore the years of training to craft armour, just spend 500gp (or less) and craft that, and more. Just give them every tool skill proficiency and a certificate that says 'you win dnd'. Yay your so special and cannot fail.
It's a shameful exploit for entitled gamers who want to be good at everything without the effort. Ignore the years of training to craft armour, just spend 500gp (or less) and craft that, and more. Just give them every tool skill proficiency and a certificate that says 'you win dnd'. Yay your so special and cannot fail.
You've been here for 5 years and this is the first post you're gonna make? Methinks you have too much salt in your diet.
It's a shameful exploit for entitled gamers who want to be good at everything without the effort. Ignore the years of training to craft armour, just spend 500gp (or less) and craft that, and more. Just give them every tool skill proficiency and a certificate that says 'you win dnd'. Yay your so special and cannot fail.
You've been here for 5 years and this is the first post you're gonna make? Methinks you have too much salt in your diet.
I know, right?
That being said, this is the type of object that requires the DM and the player to be on the same level with expectations and abilities. In a lot of campaigns some DM's won't ever have you use tools more than a handful of times (excepting a few like Thieves Tools) so all a lot of players might ever get out of it is the attack and saving throw bonuses(the same as any other class specific item of that tier) and the ability to prepare an additional cantrip.
I don't believe that, as a DM, I would give this item (or allow crafting of it) to any Artificer automatically. I would reward it to a character who was specifically leaning into the narrative aspect of trying to be a skill monkey.
Another warning for DMs- artillerist artificers like to try to combine the Spell attack and Save bonus from the All-Purpose tool with the damage from their Arcane Firearm. RAW, they just need to be holding the All-purpose tool, not using it as a spell focus- they need to use the arcane firearm as the focus.
The difficulty comes in two places: The issue of focus and somatic components. RAW says you need a free hand to do the somatic components of your spells. Even with a focus. So technically you cannot be holding your All-purpose in one hand and shooting with the other. War-caster specifies shield or weapon, not a tool. The issue of Warcaster + shield + All-purpose + arcane firearm. Your players will try to find a way to make this work. RAW would allow Warcaster + shield + firearm, or +tool, but not both. Despite all this, I allowed my player to build his arcane firearm in a way that slots into the all-purpose tool, giving them both abilities, and still able to hold a shield. They outshine our Warlock.
The issue of focus and somatic components. RAW says you need a free hand to do the somatic components of your spells. Even with a focus. So technically you cannot be holding your All-purpose in one hand and shooting with the other.
That's not quite true. If you are using a focus as a material component, you absolutley can use the focus-holding-hand for somatic components. (And all artificer spells are redefined to have a material component.)
So an artillerist can have an Arcane Firearm in one hand, acting as a focus, and have the APT in the other hand. If they don't have an ATP, then it's probably a Shield.
With GM permission, they can infuse a Wand Sheath (common item), and at 14th level they can use Magic Item Savant to use it, thus getting all three of Arcane Fiream, APT, and Sheild at the same time.
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That clears things up! Thank you :)
NEW question on the APT (not cantrip related)
I think this is more of a "Theater of the Mind" for me but... does this turn into an individual tool ( a screwdriver turns into a hammer or a crowbar) or does it turn into the whole tool kit? The former makes sense to me (multitool-like), the latter kinda makes the "tools of the trade" class feature useless in away.
If you're talking about the Armorer subclass feature, you still get Heavy Armor proficiency, but in the end its biggest benefit (which I think makes the tradeoff worth it) is at level 6 when you get:
Tool Expertise
Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
and since you now can be proficient with any tool with an action, you get double proficiency for any tool check. Also having the proficiency regularly is still beneficial in situations where you're separated from your All Purpose Tool. Like maybe someone poisons your food, takes your items, and tries to turn you into a slave.
As to the kit or single tool question, It would probably depend on the DM. I think it would come down to does it span the glass bottles or vials that come in a kit or just the tool like a saw. I've always thought of it like a swiss army knife (which I think makes the most sense), but you pull out the tool necessary. Meaning the glass bottles and other items technically used up would be required separately. With the wording, I could totally see a DM saying otherwise in a not as serious campaign or a group that just doesnt enjoy the added preparation. I think adding the prep can also balance it since its really good in my opinion.
I hope this helps.
Oops. My bad. I ment "Right tool for the Job" feature. (The make a tool kit with an hour of work one.)
I agree that it should be a DM discussion as being a full tool kit would be broken, but a Muti tool/Swiss Army Knife would be manageable.
It's a shameful exploit for entitled gamers who want to be good at everything without the effort. Ignore the years of training to craft armour, just spend 500gp (or less) and craft that, and more. Just give them every tool skill proficiency and a certificate that says 'you win dnd'. Yay your so special and cannot fail.
You've been here for 5 years and this is the first post you're gonna make? Methinks you have too much salt in your diet.
I know, right?
That being said, this is the type of object that requires the DM and the player to be on the same level with expectations and abilities. In a lot of campaigns some DM's won't ever have you use tools more than a handful of times (excepting a few like Thieves Tools) so all a lot of players might ever get out of it is the attack and saving throw bonuses(the same as any other class specific item of that tier) and the ability to prepare an additional cantrip.
I don't believe that, as a DM, I would give this item (or allow crafting of it) to any Artificer automatically. I would reward it to a character who was specifically leaning into the narrative aspect of trying to be a skill monkey.
Another warning for DMs- artillerist artificers like to try to combine the Spell attack and Save bonus from the All-Purpose tool with the damage from their Arcane Firearm. RAW, they just need to be holding the All-purpose tool, not using it as a spell focus- they need to use the arcane firearm as the focus.
The difficulty comes in two places:
The issue of focus and somatic components. RAW says you need a free hand to do the somatic components of your spells. Even with a focus. So technically you cannot be holding your All-purpose in one hand and shooting with the other. War-caster specifies shield or weapon, not a tool.
The issue of Warcaster + shield + All-purpose + arcane firearm. Your players will try to find a way to make this work. RAW would allow Warcaster + shield + firearm, or +tool, but not both.
Despite all this, I allowed my player to build his arcane firearm in a way that slots into the all-purpose tool, giving them both abilities, and still able to hold a shield. They outshine our Warlock.
That's not quite true. If you are using a focus as a material component, you absolutley can use the focus-holding-hand for somatic components. (And all artificer spells are redefined to have a material component.)
So an artillerist can have an Arcane Firearm in one hand, acting as a focus, and have the APT in the other hand. If they don't have an ATP, then it's probably a Shield.
With GM permission, they can infuse a Wand Sheath (common item), and at 14th level they can use Magic Item Savant to use it, thus getting all three of Arcane Fiream, APT, and Sheild at the same time.