For new players, Turret being listed under the creature section may cause confusion, it is an object and not a creature (and cannot be targeted by spells requiring creature as the target type). Keep up the good work!
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D&D Beyond Legendary Bundle Holder
Playing D&D since 1979 (The Keep on the Borderlands)
The Artificer being the only half caster that gets spellcasting at level 1 breaks spell level progression for other non-full casters. The Artificer needs to count as a level 1 caster at level 1 to resolve this.
Spell Storing Item does not let you select a spell.
Fortified Position allowing you to summon turret an additional time is not reflected on character sheet.
(I know some of these have been mentioned and responded to, but I included all bugs I found for completion.)
To the best of my knowledge, if something grants you a spell so many times per day, and that spell is on your spell list, then you can also cast that spell using an available spell slot of the appropriate level (see Magical Initiate as an example).
Fortified Position allowing you to summon turret an additional time is not reflected on character sheet.
The team had been looking at several different ways to model that feature.
A change has been made, so that once an Artillerist character gains the Fortified Position feature, a second checkbox is added to the Arcane Turret feature.
This keeps both "free use" checkboxes together and makes it easier to track.
Fortified Position allowing you to summon turret an additional time is not reflected on character sheet.
The team had been looking at several different ways to model that feature.
A change has been made, so that once an Artillerist character gains the Fortified Position feature, a second checkbox is added to the Arcane Turret feature.
This keeps both "free use" checkboxes together and makes it easier to track.
Personally, I'd like to see "free use" check boxes (1 between levels 3 and 13, 2 from level 14 and onward), and once those are filled, a list of available spell slots appear for summoning the turret.
The Artificer being the only half caster that gets spellcasting at level 1 breaks spell level progression for other non-full casters. The Artificer needs to count as a level 1 caster at level 1 to resolve this.
Spell Storing Item does not let you select a spell.
Fortified Position allowing you to summon turret an additional time is not reflected on character sheet.
(I know some of these have been mentioned and responded to, but I included all bugs I found for completion.)
To the best of my knowledge, if something grants you a spell so many times per day, and that spell is on your spell list, then you can also cast that spell using an available spell slot of the appropriate level (see Magical Initiate as an example).
Well the alchemical mastery feature 8 levels earlier grants free uses of lesser restoration which are listed under actions, but not added to spell list. And at that time, the artificer already has spell slots for lesser restoration, but doesnt get slots for greater restoration for another 3 levels after it is added to the list.
I'd also like to say how disappointed I am with the decision to disable homebrew at this time. I can appreciate the reasons you gave and the decision is valid both for the Beyond team and wider for providing feedback to Wizards, but I feel like it's being over cautious.
As it is I suspect that the majority of people looking to make a homebrew (and subclasses for a playtest class especially!) are likely to be players and users with enough awareness and understanding to appreciate the temporary nature of the issue. This would be improved by the inclusion of a warning alert with some similar language to that which you have very usefully included everywhere else in the class. So now while I would love to use the Artificer and provide some useful playtest for Wizards, the character concept I have doesn't fit either of the released Subclasses very well and so I will have to shelve that and use another character as my GM requires us to use Beyond to make characters.
So kinda an annoying interaction that is likely a bug: Vedalken -> Artificer. Lets say I want Tireless Precision to give me the bonus with thieves tools. The moment I select Artificer (as main class or multi class), I lose thieves tools as Tireless Precision. Normally not a big deal, just pick a different tool, except, I want the +1d4 to be on my thieves tools. Since it unselects the thieves tools, that means I suddenly don't have the 1d4 bonus to using them.
Edit: Also If adding a Ravnica background, the spells are not automatically added to the character (specifically tested Boros, and did not get fire bolt, nor sacred flame.)
Edit: Also If adding a Ravnica background, the spells are not automatically added to the character (specifically tested Boros, and did not get fire bolt, nor sacred flame.)
Those spells are added to your classes spell list. that means you can choose them but you don't automatically learn those spells
The alchemist specialization is supposed to gain Ray of Sickness at level 3, and always be prepared like Purify Food and Drink. However, neither of the alchemists in my campaign have Ray of Sickness in their known spells. Am I looking in the wrong location for this, or is it a bug? Thanks.
The alchemist specialization is supposed to gain Ray of Sickness at level 3, and always be prepared like Purify Food and Drink. However, neither of the alchemists in my campaign have Ray of Sickness in their known spells. Am I looking in the wrong location for this, or is it a bug? Thanks.
Do you (or someone in the campaign) have the PHB purchased on DDB (and content sharing turned on)? Ray of sickness is not a free spell.
*You can check by clicking the spell in this comment.
It isn't possible to create homebrew subclasses for the Artificer on D&D Beyond.
There's a very solid reason for this - at some point, the current Unearthed Arcana version of the artificer will almost 100% be updated in some way by Wizards of the Coast, either another Unearthed Arcana article, or published in a book. At that time, a new version of the Artificer class would be published on D&D Beyond and all those homebrew subclasses that people have invested time and effort into would vanish.
Whilst we understand that a number of people would like to homebrew Artificer subclasses on D&D Beyond, we believe that putting them in a situation where all that work is lost is not the correct decision.
While I can understand this line of reasoning, I feel we are already accepting the time-limited nature of the class when we chose it despite the "Playtest" warning. I will expect that players would be more concerned about the loss of their character when the class is removed then the loss of any subclass. The creation of sub-classes come with the same risk, but I know I would accept that risk in order to work, and rework, my subclass. (That is part of the fun. :) )
My personal concern comes from an understanding of the danger of missing references and how object removal can cause havoc if not prepared for. But I'm sure the programming team is considering what it means to remove a UA class when it becomes time for that :)
That said: Is there a plan for expanding the filtering of the Homebrewed spells to include the Artificer like the Official Spells are? (Or will that ability arrive when someone creates/publishes an Artificer spell?)
I can't for the life of me figure out how to use the character creation to make an artificer. Is this not available for use on the website's character sheet?
I can't for the life of me figure out how to use the character creation to make an artificer. Is this not available for use on the website's character sheet?
I can't for the life of me figure out how to use the character creation to make an artificer. Is this not available for use on the website's character sheet?
Make sure that, on the options page for the character, you have enabled the slider for "playtest content"
That's what I've been doing, and for the life of me I couldn't figure it out. Playing around with the sliders, though, got me to realize that a red switch is on and a gray switch is off. I guess the design of those was very unclear to me. I think I'll submit feedback to that effect in wherever the proper place is. Thanks!
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For new players, Turret being listed under the creature section may cause confusion, it is an object and not a creature (and cannot be targeted by spells requiring creature as the target type). Keep up the good work!
D&D Beyond Legendary Bundle Holder
Playing D&D since 1979 (The Keep on the Borderlands)
To the best of my knowledge, if something grants you a spell so many times per day, and that spell is on your spell list, then you can also cast that spell using an available spell slot of the appropriate level (see Magical Initiate as an example).
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
The only Feat available in the dropdown is for Firearm Specialist. I've made sure that feats were turned on for the character creator.
The team had been looking at several different ways to model that feature.
A change has been made, so that once an Artillerist character gains the Fortified Position feature, a second checkbox is added to the Arcane Turret feature.
This keeps both "free use" checkboxes together and makes it easier to track.
Pun-loving nerd | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Personally, I'd like to see "free use" check boxes (1 between levels 3 and 13, 2 from level 14 and onward), and once those are filled, a list of available spell slots appear for summoning the turret.
Well the alchemical mastery feature 8 levels earlier grants free uses of lesser restoration which are listed under actions, but not added to spell list. And at that time, the artificer already has spell slots for lesser restoration, but doesnt get slots for greater restoration for another 3 levels after it is added to the list.
I'd also like to say how disappointed I am with the decision to disable homebrew at this time. I can appreciate the reasons you gave and the decision is valid both for the Beyond team and wider for providing feedback to Wizards, but I feel like it's being over cautious.
As it is I suspect that the majority of people looking to make a homebrew (and subclasses for a playtest class especially!) are likely to be players and users with enough awareness and understanding to appreciate the temporary nature of the issue. This would be improved by the inclusion of a warning alert with some similar language to that which you have very usefully included everywhere else in the class. So now while I would love to use the Artificer and provide some useful playtest for Wizards, the character concept I have doesn't fit either of the released Subclasses very well and so I will have to shelve that and use another character as my GM requires us to use Beyond to make characters.
I hope the team can re-evaluate their decision
So kinda an annoying interaction that is likely a bug: Vedalken -> Artificer. Lets say I want Tireless Precision to give me the bonus with thieves tools. The moment I select Artificer (as main class or multi class), I lose thieves tools as Tireless Precision. Normally not a big deal, just pick a different tool, except, I want the +1d4 to be on my thieves tools. Since it unselects the thieves tools, that means I suddenly don't have the 1d4 bonus to using them.
Edit: Also If adding a Ravnica background, the spells are not automatically added to the character (specifically tested Boros, and did not get fire bolt, nor sacred flame.)
Those spells are added to your classes spell list. that means you can choose them but you don't automatically learn those spells
Ah, that's handy. I haven't really used those backgrounds yet. Thanks
The alchemist specialization is supposed to gain Ray of Sickness at level 3, and always be prepared like Purify Food and Drink. However, neither of the alchemists in my campaign have Ray of Sickness in their known spells. Am I looking in the wrong location for this, or is it a bug? Thanks.
Are you checking there prepared spell list. As an Alchemist archetype, they should be listed under your Prepared spells automatically.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
Do you (or someone in the campaign) have the PHB purchased on DDB (and content sharing turned on)? Ray of sickness is not a free spell.
*You can check by clicking the spell in this comment.
While I can understand this line of reasoning, I feel we are already accepting the time-limited nature of the class when we chose it despite the "Playtest" warning. I will expect that players would be more concerned about the loss of their character when the class is removed then the loss of any subclass. The creation of sub-classes come with the same risk, but I know I would accept that risk in order to work, and rework, my subclass. (That is part of the fun. :) )
My personal concern comes from an understanding of the danger of missing references and how object removal can cause havoc if not prepared for. But I'm sure the programming team is considering what it means to remove a UA class when it becomes time for that :)
That said: Is there a plan for expanding the filtering of the Homebrewed spells to include the Artificer like the Official Spells are? (Or will that ability arrive when someone creates/publishes an Artificer spell?)
When I give my Artificer the Izzet Guild background it does not add the Izzet Guild spells to his spell list.
It worked for me. Guild spells get added to spell you can learn/prepare. They aren't automatically known/prepared.
Boots of the Winding Path don't show up as a possible bonus action when attuned.
I can't for the life of me figure out how to use the character creation to make an artificer. Is this not available for use on the website's character sheet?
Head over to the character builder and then click on "standard"
Make sure that, on the options page for the character, you have enabled the slider for "playtest content"
Pun-loving nerd | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
That's what I've been doing, and for the life of me I couldn't figure it out. Playing around with the sliders, though, got me to realize that a red switch is on and a gray switch is off. I guess the design of those was very unclear to me. I think I'll submit feedback to that effect in wherever the proper place is. Thanks!