Currently the Artificer lacks a lot of features in the character sheet. We need off the top of my head:
- Monster stat blocks for the Eldritch Cannons - A section showing the infusions known and the infusions currently in use (right now the known infusions are only accessible from the editor, and the infusions in use... not sure) - Magic items for the various infusions that aren't already magic items OR somehow automatically add the AC or attack modifiers from Enhanced Weapons, Armor, and Focuses
Probably other things like this, but this is what I'd currently like.
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Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
The infusions in use are in there, but only for yourself. It's under Equipment, as an infusion tab. If you're infusing other people's stuff, then you'll just have to tick the box and keep track of it. And check under Extras if the cannon shows up there. I know the Defender does for my Battle Smith.
You can pick the same infustion multiple times. For instance you may pick magic weapon twice once each for two weapons, but this isn't supported in dndbeyod. Same for defensive you could techically pick it 4 times (based on level)) and had out a +1 shield to 3 party members and keep one for yourself.
edited after rules check.
You should only have to pick the infusion once, but should be able to infuse multiple items with the same infusion up to your item infusion limit based on level. I was assuming you would have to take the infusion known per item. Either way DND beyone does't currently support.
You can pick the same infustion multiple times. For instance you may pick magic weapon twice once each for two weapons, but this isn't supported in dndbeyod. Same for defensive you could techically pick it 4 times (based on level)) and had out a +1 shield to 3 party members and keep one for yourself.
edited after rules check.
You should only have to pick the infusion once, but should be able to infuse multiple items with the same infusion up to your item infusion limit based on level. I was assuming you would have to take the infusion known per item. Either way DND beyone does't currently support.
Actually, "each of your infusions can be in only one object at a time" (last paragraph of Infusing an Item section), so for your example of Enhanced Weapon infusion you can only infuse one weapon with it.
Unless an infusion’s description says otherwise, you can’t learn an infusion more than once.
And since you can't infuse the same Infusion more than once (like 2 bags of holding) as DxJxC said above - there would be no point taking the infusions you can choose multiple times twice for the same replica item.
I missed that. Kinda makes artificer even worse as a support class.
Worse than god tier, sure. But that is still 2 free magic items at level 2. Hitting level 2 only takes 1 or 2 encounters, you can get it an hour into session 1. And at the beginning of level 2, you can produce items better than the DM was going to give you for the whole level. Things like permanent +1 to attack and damage, permanent +1 to AC, unlimited inventory, infinite ammo, etc. All the while buffing and healing allies while still doing decent damage.
I missed that. Kinda makes artificer even worse as a support class.
Worse than god tier, sure. But that is still 2 free magic items at level 2. Hitting level 2 only takes 1 or 2 encounters, you can get it an hour into session 1. And at the beginning of level 2, you can produce items better than the DM was going to give you for the whole level. Things like permanent +1 to attack and damage, permanent +1 to AC, unlimited inventory, infinite ammo, etc. All the while buffing and healing allies while still doing decent damage.
I'd place them firmly demigod tier.
For tier 1 (lower levels) but it is definitely an steep drop-off after that.
I'm still annoyed that the alchemist doesn't have a pet like the other two subclasses.
I missed that. Kinda makes artificer even worse as a support class.
Worse than god tier, sure. But that is still 2 free magic items at level 2. Hitting level 2 only takes 1 or 2 encounters, you can get it an hour into session 1. And at the beginning of level 2, you can produce items better than the DM was going to give you for the whole level. Things like permanent +1 to attack and damage, permanent +1 to AC, unlimited inventory, infinite ammo, etc. All the while buffing and healing allies while still doing decent damage.
I'd place them firmly demigod tier.
For tier 1 (lower levels) but it is definitely an steep drop-off after that.
I'm still annoyed that the alchemist doesn't have a pet like the other two subclasses.
I think it holds up. It isn't the best support class, but it isn't purely support.
Apparently a lot of people were annoyed that the alchemist was turned into a pet class instead of having alchemical abilities, so they gave it potions.
Apparently a lot of people were annoyed that the alchemist was turned into a pet class instead of having alchemical abilities, so they gave it potions.
That potion is weak. The effect is nice for one free potion a day, but the whole random role is garbage. The other two subclasses get their class effect and get a choice on top of it (hand held or mobile and 1 of 3 effects for the cannon; the smith has a pet that get marginally better at higher levels and a second attack. The alchemist, one potion and its random. Let them make healing potions, anti-toxin and a few other effects at half cost or let the elixirs scale. Again, both other subclass features scale much better.
So in combat
The artillerist attacks with an action and then order their pet cannon to attack with a bonus action.
The smith attacks twice (once with advantage from pet assisting or the pet attacks or does something else.
The alchemist cast a cantrip or a spell or does a single mediocre attack.
It doesn't get anything out of combat that the other two don't and it is lackluster in combat compared to the other two.
Apparently a lot of people were annoyed that the alchemist was turned into a pet class instead of having alchemical abilities, so they gave it potions.
That potion is weak. The effect is nice for one free potion a day, but the whole random role is garbage. The other two subclasses get their class effect and get a choice on top of it (hand held or mobile and 1 of 3 effects for the cannon; the smith has a pet that get marginally better at higher levels and a second attack. The alchemist, one potion and its random. Let them make healing potions, anti-toxin and a few other effects at half cost or let the elixirs scale. Again, both other subclass features scale much better.
They don't just get 1 Experimental Elixir. At higher levels they get up to 3 of the long-rest free random ones. Then they can spend a spell-slot to make whichever elixir they choose.
The healing potion scales with Intelligence and at level 9 the drinker of any elixir gets a small stack of temporary hitpoints which also scale based on Intelligence. The Resilience and Boldness potions also technically scale because of bounded accuracy. The elixirs don't scale great - but they do get better.
That said - I don't like that they use an action to drink (and even administer). Why would anyone waste 1 of their 3 (on average) turns drinking any of the potions in combat? I'm sure the intention is to drink them before combat - but you can't always do that - and most of them only last 10 minutes. The Bless one is only a minute. I do feel the ability is very lacklustre.
The temporary HP at higher levels is nice but at the level you get them it only comes out to 12 temp HP (assuming avg role and 20 int) which isn't' much at that level. Cantrips scale why not the elixers? Why add something completely different from the base effect of the elixer?
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Currently the Artificer lacks a lot of features in the character sheet. We need off the top of my head:
- Monster stat blocks for the Eldritch Cannons
- A section showing the infusions known and the infusions currently in use (right now the known infusions are only accessible from the editor, and the infusions in use... not sure)
- Magic items for the various infusions that aren't already magic items OR somehow automatically add the AC or attack modifiers from Enhanced Weapons, Armor, and Focuses
Probably other things like this, but this is what I'd currently like.
Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
The infusions in use are in there, but only for yourself. It's under Equipment, as an infusion tab. If you're infusing other people's stuff, then you'll just have to tick the box and keep track of it. And check under Extras if the cannon shows up there. I know the Defender does for my Battle Smith.
The cannons have been added to bonus actions where you can track there HP.
The infusions known and active are shown in equipment now.
Infusions are added to inventory in equipment too, but currently cant be added to non-artificers this way (wip).
Cannot select multiple versions of the same infusion for example infuse defense for armor and another for shield or two bags of holding.
That matches the rules. Quote:
You can pick the same infustion multiple times. For instance you may pick magic weapon twice once each for two weapons, but this isn't supported in dndbeyod. Same for defensive you could techically pick it 4 times (based on level)) and had out a +1 shield to 3 party members and keep one for yourself.
edited after rules check.
You should only have to pick the infusion once, but should be able to infuse multiple items with the same infusion up to your item infusion limit based on level. I was assuming you would have to take the infusion known per item. Either way DND beyone does't currently support.
Ah, thanks! Didn't see those tabs. Looked all over for them too.
Weird spot for the cannons, though.
Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Actually, "each of your infusions can be in only one object at a time" (last paragraph of Infusing an Item section), so for your example of Enhanced Weapon infusion you can only infuse one weapon with it.
You can only do that if the Infusion says you can.
https://www.dndbeyond.com/classes/artificer#ClassFeatures
And since you can't infuse the same Infusion more than once (like 2 bags of holding) as DxJxC said above - there would be no point taking the infusions you can choose multiple times twice for the same replica item.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
I missed that. Kinda makes artificer even worse as a support class.
Worse than god tier, sure. But that is still 2 free magic items at level 2. Hitting level 2 only takes 1 or 2 encounters, you can get it an hour into session 1. And at the beginning of level 2, you can produce items better than the DM was going to give you for the whole level. Things like permanent +1 to attack and damage, permanent +1 to AC, unlimited inventory, infinite ammo, etc. All the while buffing and healing allies while still doing decent damage.
I'd place them firmly demigod tier.
For tier 1 (lower levels) but it is definitely an steep drop-off after that.
I'm still annoyed that the alchemist doesn't have a pet like the other two subclasses.
I think it holds up. It isn't the best support class, but it isn't purely support.
Apparently a lot of people were annoyed that the alchemist was turned into a pet class instead of having alchemical abilities, so they gave it potions.
That potion is weak. The effect is nice for one free potion a day, but the whole random role is garbage. The other two subclasses get their class effect and get a choice on top of it (hand held or mobile and 1 of 3 effects for the cannon; the smith has a pet that get marginally better at higher levels and a second attack. The alchemist, one potion and its random. Let them make healing potions, anti-toxin and a few other effects at half cost or let the elixirs scale. Again, both other subclass features scale much better.
So in combat
It doesn't get anything out of combat that the other two don't and it is lackluster in combat compared to the other two.
They don't just get 1 Experimental Elixir. At higher levels they get up to 3 of the long-rest free random ones. Then they can spend a spell-slot to make whichever elixir they choose.
The healing potion scales with Intelligence and at level 9 the drinker of any elixir gets a small stack of temporary hitpoints which also scale based on Intelligence. The Resilience and Boldness potions also technically scale because of bounded accuracy. The elixirs don't scale great - but they do get better.
That said - I don't like that they use an action to drink (and even administer). Why would anyone waste 1 of their 3 (on average) turns drinking any of the potions in combat? I'm sure the intention is to drink them before combat - but you can't always do that - and most of them only last 10 minutes. The Bless one is only a minute.
I do feel the ability is very lacklustre.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
The temporary HP at higher levels is nice but at the level you get them it only comes out to 12 temp HP (assuming avg role and 20 int) which isn't' much at that level. Cantrips scale why not the elixers? Why add something completely different from the base effect of the elixer?