I have a 10th level wizard with 20 int and added a level of artificer. I should be able to prepare 6 artificer spells (text states int modifier + half level rounded down, minimum of one) but can only prepare 5.
The following rule from the PHB isn't taken into account for the proficiency with tinker's tools:
"If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead."
The following rule from the PHB isn't taken into account for the proficiency with tinker's tools:
"If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead."
That rule appears in the section on backgrounds, and Jeremy Crawford has said it only covers proficiencies from backgrounds that overlap with another source.
I'll be honest, I'm against the block on homebrew content as well. I was really hoping for a sort of tinkerer gunmage sorta subclass to be involved. Instead the "artillery"-seeming title gives me a turret with minimal artillery capabilities. I expected cannons! Let me make my cannons! As a DM I've been wanting to get into homebrewing subclasses and such for my players, and a player of mine was wanting to make an artificer gunslinger/tinkerer, and I had the idea of including artificer regiments in certain kingdoms' arsenals in my campaigns. I understand the artificer is temporary but I copy all sheets over to PDF form in case of issues. If anything, the lack of homebrewability actually upsets me far more than losing my homebrew would.
I scrolled through all the comments to make sure that no one has been a third in requesting the Wonderous Invention feature is still inactive. No comment either on if this is being looked into...also Spell mastery at 18th level and Signature Spells at 20th level are none functioning.
I scrolled through all the comments to make sure that no one has been a third in requesting the Wonderous Invention feature is still inactive. No comment either on if this is being looked into...also Spell mastery at 18th level and Signature Spells at 20th level are none functioning.
I don't know what the wondrous invention feature your refering to is. The artificer doesn't have a feature by that name.
Spell mastery and signature spells are wizard features, not artificer features, and they are working just fine.
I scrolled through all the comments to make sure that no one has been a third in requesting the Wonderous Invention feature is still inactive. No comment either on if this is being looked into...also Spell mastery at 18th level and Signature Spells at 20th level are none functioning.
I don't know what the wondrous invention feature your refering to is. The artificer doesn't have a feature by that name.
Spell mastery and signature spells are wizard features, not artificer features, and they are working just fine....and unless I misunderstood this thread...
I see I had homebrew selected and in a previous post I had asked about the Artificer class, then the very next day it was added as playtest...thanks.
When I go to create a new character the option to play as an artificer doesn't show up until I turn all the options switches on and off several times. I can't just turn on Playtest content (or have it turned on from my previous preference) and select it. Sometimes I need to turn on Homebrew, sometimes I need to turn on Critical Role content.
When I go to create a new character the option to play as an artificer doesn't show up until I turn all the options switches on and off several times. I can't just turn on Playtest content (or have it turned on from my previous preference) and select it. Sometimes I need to turn on Homebrew, sometimes I need to turn on Critical Role content.
Sounds like it may be a caching issue. Next time this happens, make sure playtest is toggled on (red not grey) and refresh the page.
which value is correct? I am assuming the WoTC version
However, I do think there are a couple of bugs here.
Confirmed on all counts. Stealth and perception are probably supposed to be +4 as per the UA PDF. The stealth +5 in description is probably a typo, and the perception +2 in character sheet is probably because it was miss tagged as proficient when it should have been expertise.
thanks for the report - not sure what happened there, as I'm pretty sure I checked that stat block against the PDF before the Artificer was live!
It is indeed a value of stealth +4
I have corrected the stat block on the artificer page to reflect that.
It seems we made a slight mistake in how the stealth skill was entered for the [Tooltip Not Found] - it has proficiency in stealth and expertise in perception. This is why it was displaying correctly when the monster was viewed, but not once it was added to a character sheet.
I've gone ahead and fixed that up and it should all be correct now.
Relevant Homunculus stats do not update when you gain increased proficiency.
” Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus’ skill bonuses and the bonuses to hit and damage of its Acidic Spittle.”
I am now level 5 ( +3 proficiency, where characters gain an increase of one), but the acidic to hit remains +4 and damage +2, along with the Skills Perception and Stealth remaining a +4.
Relevant Homunculus stats do not update when you gain increased proficiency.
” Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus’ skill bonuses and the bonuses to hit and damage of its Acidic Spittle.”
I am now level 5 ( +3 proficiency, where characters gain an increase of one), but the acidic to hit remains +4 and damage +2, along with the Skills Perception and Stealth remaining a +4.
+1 to this, specially with Robo Dog coming it will be important
Relevant Homunculus stats do not update when you gain increased proficiency.
” Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus’ skill bonuses and the bonuses to hit and damage of its Acidic Spittle.”
I am now level 5 ( +3 proficiency, where characters gain an increase of one), but the acidic to hit remains +4 and damage +2, along with the Skills Perception and Stealth remaining a +4.
+1 to this, specially with Robo Dog coming it will be important
This has been mentioned in other threads (and maybe this one), the monster stat block does not currently support automation of action bonuses. It is not a small fix. You will have to wait until monster builder update.
Hey Artificer is currently unavailable in the create a character options. Is there some work going on (perhaps adding the two new subclasses for us to play with?)
I'm still seeing it as available. There is a known issue where if you look at available classes, then go back and toggle 'playtest content', then go back and look at classes again, it won't show the artificer until your cache clears.
I have a 10th level wizard with 20 int and added a level of artificer. I should be able to prepare 6 artificer spells (text states int modifier + half level rounded down, minimum of one) but can only prepare 5.
The minimum of one is the total number of spells, not your half level rounded down (which can be 0)
The order of operations is:
For example if you had -2 int and 2 levels in artificer you'd have 1 slot even though the result of that equation is -1
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ahh I see, thanks for clarifying.
Rock Gnome + Artificer.
The following rule from the PHB isn't taken into account for the proficiency with tinker's tools:
"If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead."
That rule appears in the section on backgrounds, and Jeremy Crawford has said it only covers proficiencies from backgrounds that overlap with another source.
I'll be honest, I'm against the block on homebrew content as well. I was really hoping for a sort of tinkerer gunmage sorta subclass to be involved. Instead the "artillery"-seeming title gives me a turret with minimal artillery capabilities. I expected cannons! Let me make my cannons! As a DM I've been wanting to get into homebrewing subclasses and such for my players, and a player of mine was wanting to make an artificer gunslinger/tinkerer, and I had the idea of including artificer regiments in certain kingdoms' arsenals in my campaigns. I understand the artificer is temporary but I copy all sheets over to PDF form in case of issues. If anything, the lack of homebrewability actually upsets me far more than losing my homebrew would.
I scrolled through all the comments to make sure that no one has been a third in requesting the Wonderous Invention feature is still inactive. No comment either on if this is being looked into...also Spell mastery at 18th level and Signature Spells at 20th level are none functioning.
I don't know what the wondrous invention feature your refering to is. The artificer doesn't have a feature by that name.
Spell mastery and signature spells are wizard features, not artificer features, and they are working just fine.
I see I had homebrew selected and in a previous post I had asked about the Artificer class, then the very next day it was added as playtest...thanks.
When I go to create a new character the option to play as an artificer doesn't show up until I turn all the options switches on and off several times. I can't just turn on Playtest content (or have it turned on from my previous preference) and select it. Sometimes I need to turn on Homebrew, sometimes I need to turn on Critical Role content.
Sounds like it may be a caching issue. Next time this happens, make sure playtest is toggled on (red not grey) and refresh the page.
Alchemical Hominclulus
I may be crazy, but...
In the class description for the Artificer, it says the skills for the Alchemical Homunculus should be Skills Perception +4, Stealth +5 (https://www.dndbeyond.com/classes/artificer)
When I search for the Alchemical Homunculus in the main search window, the skills show up as Skills Perception +4, Stealth +4 (https://www.dndbeyond.com/monsters/alchemical-homunculus)
When I add a Alchemical Homunculus to the character sheet under the creatures section, the stats say SkillsStealth +4, Perception +2 (https://www.dndbeyond.com/profile/LyricTheBard/characters/10844585)
The official WoTC PDF says Skills Perception +4, Stealth +4 (https://media.wizards.com/2019/dnd/downloads/UA-Artificer-2019.pdf)
which value is correct? I am assuming the WoTC version
However, I do think there are a couple of bugs here.
T
Confirmed on all counts. Stealth and perception are probably supposed to be +4 as per the UA PDF. The stealth +5 in description is probably a typo, and the perception +2 in character sheet is probably because it was miss tagged as proficient when it should have been expertise.
[Edited to specify different skills]
Hi there all,
thanks for the report - not sure what happened there, as I'm pretty sure I checked that stat block against the PDF before the Artificer was live!
It is indeed a value of stealth +4
I have corrected the stat block on the artificer page to reflect that.
It seems we made a slight mistake in how the stealth skill was entered for the [Tooltip Not Found] - it has proficiency in stealth and expertise in perception. This is why it was displaying correctly when the monster was viewed, but not once it was added to a character sheet.
I've gone ahead and fixed that up and it should all be correct now.
Please let us know if you spot anything else!
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Relevant Homunculus stats do not update when you gain increased proficiency.
” Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus’ skill bonuses and the bonuses to hit and damage of its Acidic Spittle.”
I am now level 5 ( +3 proficiency, where characters gain an increase of one), but the acidic to hit remains +4 and damage +2, along with the Skills Perception and Stealth remaining a +4.
+1 to this, specially with Robo Dog coming it will be important
This has been mentioned in other threads (and maybe this one), the monster stat block does not currently support automation of action bonuses. It is not a small fix. You will have to wait until monster builder update.
Hey Artificer is currently unavailable in the create a character options. Is there some work going on (perhaps adding the two new subclasses for us to play with?)
I'm still seeing it as available. There is a known issue where if you look at available classes, then go back and toggle 'playtest content', then go back and look at classes again, it won't show the artificer until your cache clears.
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Will the Archivist and Battle Smith be added?