I think at the end of the day, the UA Artificer does a LOT of things poorly but nothing well with one exception. The daily enspelled item. And THAT I think is too strong. This feels like they put all the eggs in one basket as far as power. Being able to throw out THAT many 3rd level spells daily feels broken. I think this should give you int mod x2 LEVELS of spells daily not just straight up castings. Make it tempting to put a first level spell in there if it is something you are going to use a lot. 3 3rd level vs 5 2nd level vs 10 1st level feels right to me. AND then they would be able to spread out the potency into some of the other class features that currently feel inadequate.
The daily Spell-storing Item (not to be confused with Enspelled Items via Replicate Magic Item) is a preexisting class feature. The only change in UA is that it allows 3rd level spells with the UA version. I am not aware of any balance complaints around it before the UA, but if you are, feel free to correct me. If you think that adding in third level spells, that could definitely be an issue, particularly when you take into account the subclass spells.
This isn't like other Jack of all trades kind of classes like Bard. Bards do a lot of things well and a few things they excel at. They are FULL spellcasters and get access to higher level spells at the same rate as other full spellcasters. They have subclasses that are good at martial stuff, they have a lot of skills and bonuses to the ones they don't have proficiency in. They have Charisma as a primary stat on top of some top shelf social spells so they are pretty much either number 1 or 2 in the social pillar of play. They are one of the best classes for exploration as well with many of the spells they have access to.
Every Charisma spellcaster is a candidate for the top tier of social play.
Bards can cast a lot of spells, and higher spells than an Artificer, but they cannot match an Artificer's volume and don't have the ability to change spells day to day like an Artificer.
If we get clarification that Wands, Enspelled Items, and other Replicated Magic Items that produce spells are not restricted to the Artificer spell list, then Artificers become even more flexible. Independent of balance, this is thematically appropriate for their 3.5 origins where their infusions (their 3.5 "spells") could not meet spellcasting requirements for item crafting and they could/had to use Use Magic Device to fake it. Back then, Charisma was actually an important stat, more so than Intelligence, because of the importance of Use Magic Device. Any argument could have been made that in 5e, with the simplifications, Artificers should have been Charisma casters. I think Intelligence suits the class better, but in 3.5e, Artificers could take up social skills effectively since they likely had a high Charisma.
Artificers don't even excel at the one thing they are supposed to. Item creation. It doesn't help that the standard magic crafting rules for DnD are fundamentally incompatible with most adventures and campaigns due to lack of sufficient downtime. The reduction from TCoE to UA in number of known replications makes what they were already mediocre at and makes it worse. They should have more flexibility not less. OR they should be able to have more replications at a time so they can easily afford to share them with their party. As it is, they can fill gaps in what the party has access to, but only if they have sufficient foresight and intel to know what to have access to. I think they should do away with known replications entirely and let the artificer make anything they COULD have known so they could fill surprise gaps in the toolset the way they are supposed to. As it is, their replications feel more like a gimmick than a feature.
Item creation rules for 5e have been lacking since 2014.
In 5e, the Homunculus lost the ability to essentially craft on the Artificer's behalf.
UA reduction of known infusions/plans plus division of infusions into multiple plans (weapon infusion scaled to +2 automatically and is now separated for +1 and +2, defense infusion used to affect shields or armor and now is separated and can no longer create +2 armor, etc.). Having separate infusions for +1 and +2 adds flexibility (I can have two Wands of the Warmage!) but makes the reduction of known plans worse.
UA's removal of the Uncommon Magic Item Crafting Speed and Cost reduction hurts their crafter identity.
UA's removal of the ability to ignore some attunement requirements hurts their flexibility as well.
The UA version of Replicate Magic Item turns artificers into Item Conjurers. Infusions was closer to their 3.5 origins because creating magic items first required that you create or acquire the mundane item first and then follow the magic item creation process. As such, temporarily infusing the item with magic as opposed to permanently infusing it is more thematically accurate than the UA version
In retrospect, I wonder if the removed the Common and Uncommon Magic Item Crafting discount because Bastions and a GP discount multiplies the group power and isn't really a representation of the 3.5e origins where their reserve mitigated the personal cost (XP) of creating an item. I think it might be a nice compromise drop the GP discount, change Magical Item Adept to craft Common and Uncommon Items in half the time (instead of a quarter of the time), and apply all crafting time reductions to items craft with the Artificer's Bastions.
The worst thing is the lack of proper scaling on the various subclass features. Armorer in particular feels not even half baked but like at most quarter baked. The built in weapons can't be the recipients of replications the way they could infusions before, and even WITH that they wouldn't be able to keep up with even other half martials in combat. The damage output doesn't scale nearly fast enough to stand alone.
I don't think they fully thought out the transition from Infusions to Replicated Items. It's almost like each feature was considered as an island unto itself. I would have liked Arcane Jolt, for example, to have had something like at level 9, it's 2D6 and gains +1D6 at level 12 and 15, maybe even reaching 5D6 at level 18. The level 15 Improved Defender could then just be the AC and improved Deflect Attack.
For the Armorer, I've said before that the Dreadnaught seems really weird. Giant-size and flight with a wrecking ball? I am not a fan of switching the Defensive Field to at will when you are half health or lower from 2-6 times per long rest at any health level; it's like it's trying to be a discount Fiendish Vigor. After thinking about it, I think the Armorer special weapons (and the Soulknife's blades) should get special rider text stating that they can fulfill the material component requirements for spells that require a weapon with a cost.
And this doesn't even touch on the lack of being able to cast through your weapon for Battlesmiths or the random bullcrap that Alchemists deal with.
I think the Spellcasting focus was an oversight. I think they removed using infused items as a spellcasting focus from Tools Required and forgot to add updated text to Replicate Magic Item. If that's not the case, Battle Smiths need special allowances in Battle Ready and probably should get one anyway incase they want to use a magic weapon instead a Replicated Magic Weapon.
I don't know what Alchemist's deal with other than the RNG potion nonsense.
That's an interesting approach to it. I took a different one in my UA version. In the end, I had 12 charges, but the charges were depleted by the same amount as the spell level. Here it is for understanding purposes:
LEVEL 11: SPELL-STORING ITEM
Whenever you finish a Long Rest, you can touch one Simple or Martial weapon or one item that you can use as a Spellcasting Focus, and you store one spell in it, choosing a level 1, 2, or 3 Artificer spell that has a casting time of an action (you needn’t have the spell prepared). While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires Concentration, the creature must concentrate. The spell stays in the object until its charges are depleted and it gets a number of charges equal to twice your Intelligence modifier + 2 (minimum of two charges) or until you use this feature again to store a spell in an object. The number of charges that get used to cast a spell with this item is equal to the stored spells Level.
It took me a second to grok this. You may want to reword it as "While holding the object, a creature can take an action and expend a number of charges equal to the spell's level to produce the spell’s effect from it...". Note that level 1 has maybe some of the best uses of the feature pre-UA. I am not sure about with the option for 3rd level spells, particularly with some of the subclasses (the raging Barbarian tossing out a Fireball courtesy of their Artillerist buddy will certainly be surprising). I would actually be down for a scaling solution, maybe just a straight number of uses equal to Intelligence Modifier + Proficiency Bonus. That would be 9 at level 11 and 11 at level 17. That's not much better but maybe I'll mull it over and see if there is a better option. You could even break it up, Like Intelligence Modifier usages twice per long rest. Restricts what can be done in one encounter but adds the option to switch it out once a day.
Y'all are spending a lot of time worrying about the spell-storing item. It is really cool. But it's also just one spell you have to guess in advance. There are good third level spells but not that many that you'd use 10 actions a day on. In truth to me it seems like an awesome clutch item that will have just the right spell in it that you didn't otherwise have prepared, and maybe you'd use it 3-4 times, depending on the spell and situation.
I'd probably be more likely to fill it with upcasts of Catapult or Cure Wounds rather than anything on the 3rd level list.
You do realize the Artillerist gets fireball right? How about the Armorer getting Hypnotic Pattern? Alchemist getting mass healing word?
you know that they get these spells already, right and healing word wouldnt work, since the spell must have a casting time of one action.
Even just looking at the generic list you have Haste and Fly on there! Do you seriously not see the opportunity present in being able to spam THOSE spells? Possibly from a familiar, servant, or defender or maybe even just an ally who doesn't have great combat potential?
At those lvls pattern starts to lose its power, thanks to the charmed immuneties and the familiar is with its tiny hit point pool a great target
Limiting level three spells to only 2 or 4 uses makes it still very valuable but not outright abusable. If you have a party that can spam out fireball every round of every combat even without any upcasting, that trivializes SO MANY encounters. Not to mention the ability to just grant your whole party fly or haste multiple times a day.
If anyone just loads it up with upcasts of catapult I would seriously question their intelligence.
If anyone just loads it up with upcasts of catapult I would seriously question their intelligence.
It's not possible. Casting a spell from a item always uses the lowest possible slot.
Wait. Homunculus Servant is now a 2nd Level Artificer spell that grants a permanent pet. Again, someone didn't think these things through.
Fireball, Haste, Fly, Gaseous Form, Mass Healing Word, Aura of Vitality, Lightning Bolt, Conjure Barrage, Homunculus Servant, Dragon's Breath. There are some wild new options for 10+ castings per day.
Edit: I got Mass Healing Word confused with Mass Healing.
That's an interesting approach to it. I took a different one in my UA version. In the end, I had 12 charges, but the charges were depleted by the same amount as the spell level. Here it is for understanding purposes:
LEVEL 11: SPELL-STORING ITEM
Whenever you finish a Long Rest, you can touch one Simple or Martial weapon or one item that you can use as a Spellcasting Focus, and you store one spell in it, choosing a level 1, 2, or 3 Artificer spell that has a casting time of an action (you needn’t have the spell prepared). While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires Concentration, the creature must concentrate. The spell stays in the object until its charges are depleted and it gets a number of charges equal to twice your Intelligence modifier + 2 (minimum of two charges) or until you use this feature again to store a spell in an object. The number of charges that get used to cast a spell with this item is equal to the stored spells Level.
It took me a second to grok this. You may want to reword it as "While holding the object, a creature can take an action and expend a number of charges equal to the spell's level to produce the spell’s effect from it...". Note that level 1 has maybe some of the best uses of the feature pre-UA. I am not sure about with the option for 3rd level spells, particularly with some of the subclasses (the raging Barbarian tossing out a Fireball courtesy of their Artillerist buddy will certainly be surprising). I would actually be down for a scaling solution, maybe just a straight number of uses equal to Intelligence Modifier + Proficiency Bonus. That would be 9 at level 11 and 11 at level 17. That's not much better but maybe I'll mull it over and see if there is a better option. You could even break it up, Like Intelligence Modifier usages twice per long rest. Restricts what can be done in one encounter but adds the option to switch it out once a day.
You do realize the Artillerist gets fireball right? How about the Armorer getting Hypnotic Pattern? Alchemist getting mass healing word?
you know that they get these spells already, right and healing word wouldnt work, since the spell must have a casting time of one action.
Even just looking at the generic list you have Haste and Fly on there! Do you seriously not see the opportunity present in being able to spam THOSE spells? Possibly from a familiar, servant, or defender or maybe even just an ally who doesn't have great combat potential?
At those lvls pattern starts to lose its power, thanks to the charmed immuneties and the familiar is with its tiny hit point pool a great target
Ahh, I missed that mass healing word wouldn't qualify. Still though, being able to cast fly then pass the baton to get get a flying party multiple times a day or the same with haste is crazy good!
And of course they already have those, they wouldn't be able to put them on the item otherwise... What they don't get is 10 level 3 spell slots a day otherwise! And I think you are the first person I have ever seen indicate that hypnotic pattern is anything short of amazing. Yeah, it is of limited use against fey, but the number of enemies with charmed immunity, even above level 11, isn't THAT high unless you are traipsing around the feywild.
A familiar with a fly speed can cast the spell then fly out of reach for most enemies. Or just give it to a servant or defender. If hypnotic pattern works, many enemies are going to be neutralized anyway.
The level 3 spells you can put into this are REALLY solid. Even if you COULD upcast catapult, it would be such a waste of the single most powerful class feature this class has going as to be almost comical.
But honestly, I would happily trade this class feature entirely to make item replication better and improve scaling for subclass features, not because it isn't amazing but because it really isn't what I want out of my artificer. Also it doesn't come online until level 11 which means for quite a while, the class will feel really weak.
Interesting. He acknowledges that it is a support/control class and is able to make choices that makes the damage competitive. I really liked the advice about what to focus on instead of damage. I will have to rewatch it and see if I would change anything.
Also, the DPR roughly scales similarly with a College of Valor Bard per his spreadsheets.
If anyone just loads it up with upcasts of catapult I would seriously question their intelligence.
It's not possible. Casting a spell from a item always uses the lowest possible slot.
Wait. Homunculus Servant is now a 2nd Level Artificer spell that grants a permanent pet. Again, someone didn't think these things through.
Fireball, Haste, Fly, Gaseous Form, Mass Healing Word, Aura of Vitality, Lightning Bolt, Conjure Barrage, Homunculus Servant, Dragon's Breath. There are some wild new options for 10+ castings per day.
Edit: I got Mass Healing Word confused with Mass Healing.
The Homunculus Servant spell does have in the RAW text "If you already have a homunculus from this spell, the homunculus is replaced by the new one."
I mean, if you're a level 11 Wizard you can cast fireball or any other 3rd level spell 9 times, by using your higher level spell slots that might be even more useful for something else. And you can pick from your whole list. Your Artillerist could cast fireball... 13 times, 10 with the item and 3 times with their slots, no flexibility with the 10 slots. Doesn't seem more powerful to me. And doesn't it seem thematic and right for your Artillerist to be lobbing fireballs?
Fly and Haste are fine spells and you'd use them one round at a time instead of doing damage yourself. Again maybe the right move, maybe not. Depends what you're fighting and what the rest of your party looks like.
As your DM if I tire of your Item of Fireball I can simply give you an army of Fire Elementals to fight and you'll have a very sad day... or a very fun day as you scramble to remember how all the rest of your stuff works and figure out creative ways to leverage it.
It's not just unlimited stuff - you're at a very high level, and you're limited very strongly by how fast your turns come up and how many turns you get. The inability to change what the spell is matters a whole lot in its power unless your party really does 15-20 turns of combat between long rests, and even then, it still creates significant limits on your tactics, especially if you didn't know what you'd be fighting when you woke up that morning.
Nope, can't store Homunculus Servant. The feature requires a casting time of 1 action, and the base time for Homunculus is 1 hour. Biggest shenanigan that jumps to mind is Revivify, but honestly if at 3rd tier you want to tie up your one spell pick for this feature on that to save a couple hundred gold and someone's prep slot, I don't think you're coming out ahead.
Nope, can't store Homunculus Servant. The feature requires a casting time of 1 action, and the base time for Homunculus is 1 hour. Biggest shenanigan that jumps to mind is Revivify, but honestly if at 3rd tier you want to tie up your one spell pick for this feature on that to save a couple hundred gold and someone's prep slot, I don't think you're coming out ahead.
Thats true for the Spell Storing Item, but not for Enspelled Items. Those only say that the Spell has to be Level 8 or lower, no restriction on Material or Time.
Interesting. He acknowledges that it is a support/control class and is able to make choices that makes the damage competitive. I really liked the advice about what to focus on instead of damage. I will have to rewatch it and see if I would change anything.
Also, the DPR roughly scales similarly with a College of Valor Bard per his spreadsheets.
Exactly, its Not so broken as it seems. IT needs some more testing, but IT could be a simmilar case than silvery barbs, yeah its good and Looks broken on paper, but in realety its Just good
If anyone just loads it up with upcasts of catapult I would seriously question their intelligence.
It's not possible. Casting a spell from a item always uses the lowest possible slot.
Wait. Homunculus Servant is now a 2nd Level Artificer spell that grants a permanent pet. Again, someone didn't think these things through.
Fireball, Haste, Fly, Gaseous Form, Mass Healing Word, Aura of Vitality, Lightning Bolt, Conjure Barrage, Homunculus Servant, Dragon's Breath. There are some wild new options for 10+ castings per day.
Edit: I got Mass Healing Word confused with Mass Healing.
The Homunculus Servant spell does have in the RAW text "If you already have a homunculus from this spell, the homunculus is replaced by the new one."
I mean, if you're a level 11 Wizard you can cast fireball or any other 3rd level spell 9 times, by using your higher level spell slots that might be even more useful for something else. And you can pick from your whole list. Your Artillerist could cast fireball... 13 times, 10 with the item and 3 times with their slots, no flexibility with the 10 slots. Doesn't seem more powerful to me. And doesn't it seem thematic and right for your Artillerist to be lobbing fireballs?
Fly and Haste are fine spells and you'd use them one round at a time instead of doing damage yourself. Again maybe the right move, maybe not. Depends what you're fighting and what the rest of your party looks like.
As your DM if I tire of your Item of Fireball I can simply give you an army of Fire Elementals to fight and you'll have a very sad day... or a very fun day as you scramble to remember how all the rest of your stuff works and figure out creative ways to leverage it.
It's not just unlimited stuff - you're at a very high level, and you're limited very strongly by how fast your turns come up and how many turns you get. The inability to change what the spell is matters a whole lot in its power unless your party really does 15-20 turns of combat between long rests, and even then, it still creates significant limits on your tactics, especially if you didn't know what you'd be fighting when you woke up that morning.
AS FoolishMortal18588 pointed already Out that homunculus servant doesnt Work, but i want to throw in a other Thing. If you have a familiar and homunculus Holding concentration on haste or fly and get Hit by anything in tear 3, you are ducked my friend and that will happen If you made even the smallest mistake at positioning (dont forget, ranged Attacks are a thing at these lvls) and the limitation of Flexibilität IS another good one, which keeps the Feature in Check
Nope, can't store Homunculus Servant. The feature requires a casting time of 1 action, and the base time for Homunculus is 1 hour. Biggest shenanigan that jumps to mind is Revivify, but honestly if at 3rd tier you want to tie up your one spell pick for this feature on that to save a couple hundred gold and someone's prep slot, I don't think you're coming out ahead.
Thats true for the Spell Storing Item, but not for Enspelled Items. Those only say that the Spell has to be Level 8 or lower, no restriction on Material or Time.
Nope, can't store Homunculus Servant. The feature requires a casting time of 1 action, and the base time for Homunculus is 1 hour. Biggest shenanigan that jumps to mind is Revivify, but honestly if at 3rd tier you want to tie up your one spell pick for this feature on that to save a couple hundred gold and someone's prep slot, I don't think you're coming out ahead.
Thats true for the Spell Storing Item, but not for Enspelled Items. Those only say that the Spell has to be Level 8 or lower, no restriction on Material or Time.
Tbh, that could be a oversight
Could be, yeah, but for now thats RAW. Personally i wouldnt allow Conjurations that can cause a Loop, so Find Familiar and Homonculus will never appear in an Enspelled Item in my Games.
Nope, can't store Homunculus Servant. The feature requires a casting time of 1 action, and the base time for Homunculus is 1 hour. Biggest shenanigan that jumps to mind is Revivify, but honestly if at 3rd tier you want to tie up your one spell pick for this feature on that to save a couple hundred gold and someone's prep slot, I don't think you're coming out ahead.
Thats true for the Spell Storing Item, but not for Enspelled Items. Those only say that the Spell has to be Level 8 or lower, no restriction on Material or Time.
Tbh, that could be a oversight
Could be, yeah, but for now thats RAW. Personally i wouldnt allow Conjurations that can cause a Loop, so Find Familiar and Homonculus will never appear in an Enspelled Item in my Games.
AS FoolishMortal18588 pointed already Out that homunculus servant doesnt Work, but i want to throw in a other Thing. If you have a familiar and homunculus Holding concentration on haste or fly and get Hit by anything in tear 3, you are ducked my friend and that will happen If you made even the smallest mistake at positioning (dont forget, ranged Attacks are a thing at these lvls) and the limitation of Flexibilität IS another good one, which keeps the Feature in Check
If you have your familiar concentrating on a spell, just dismiss it to the familiar pocket dimension. Homunculi don't have that option though unless you stick them in a portable hole or bag of holding..
AS FoolishMortal18588 pointed already Out that homunculus servant doesnt Work, but i want to throw in a other Thing. If you have a familiar and homunculus Holding concentration on haste or fly and get Hit by anything in tear 3, you are ducked my friend and that will happen If you made even the smallest mistake at positioning (dont forget, ranged Attacks are a thing at these lvls) and the limitation of Flexibilität IS another good one, which keeps the Feature in Check
If you have your familiar concentrating on a spell, just dismiss it to the familiar pocket dimension. Homunculi don't have that option though unless you stick them in a portable hole or bag of holding..
You can do that? I Always stuffed them in my bag of Holding for that Afterwards
AS FoolishMortal18588 pointed already Out that homunculus servant doesnt Work, but i want to throw in a other Thing. If you have a familiar and homunculus Holding concentration on haste or fly and get Hit by anything in tear 3, you are ducked my friend and that will happen If you made even the smallest mistake at positioning (dont forget, ranged Attacks are a thing at these lvls) and the limitation of Flexibilität IS another good one, which keeps the Feature in Check
If you have your familiar concentrating on a spell, just dismiss it to the familiar pocket dimension. Homunculi don't have that option though unless you stick them in a portable hole or bag of holding..
You can do that? I Always stuffed them in my bag of Holding for that Afterwards
Why not? It's feature of the Familiar in the Find Familiar. Unfortunately the Homunculus doesn't get a pocket to chill in. It's also less open to questions about air supply and not at risk of being destroyed and creating a rift into the Astral plane.
AS FoolishMortal18588 pointed already Out that homunculus servant doesnt Work, but i want to throw in a other Thing. If you have a familiar and homunculus Holding concentration on haste or fly and get Hit by anything in tear 3, you are ducked my friend and that will happen If you made even the smallest mistake at positioning (dont forget, ranged Attacks are a thing at these lvls) and the limitation of Flexibilität IS another good one, which keeps the Feature in Check
If you have your familiar concentrating on a spell, just dismiss it to the familiar pocket dimension. Homunculi don't have that option though unless you stick them in a portable hole or bag of holding..
You can do that? I Always stuffed them in my bag of Holding for that Afterwards
Why not? It's feature of the Familiar in the Find Familiar. Unfortunately the Homunculus doesn't get a pocket to chill in. It's also less open to questions about air supply and not at risk of being destroyed and creating a rift into the Astral plane.
the reason is simple, you dismiss it and it leaves evrithing behind
As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
for me it always implemented that part that it cant hold concentration on a spell aswell, since it had a touch of it being gone, but even when thats not the case, you would still use the your action of one turn. so even if you would allow it at your table (i know that i dont do it), you still are unable to cast more than one spell, if you want to keep your familiar save
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The daily Spell-storing Item (not to be confused with Enspelled Items via Replicate Magic Item) is a preexisting class feature. The only change in UA is that it allows 3rd level spells with the UA version. I am not aware of any balance complaints around it before the UA, but if you are, feel free to correct me. If you think that adding in third level spells, that could definitely be an issue, particularly when you take into account the subclass spells.
Every Charisma spellcaster is a candidate for the top tier of social play.
Bards can cast a lot of spells, and higher spells than an Artificer, but they cannot match an Artificer's volume and don't have the ability to change spells day to day like an Artificer.
If we get clarification that Wands, Enspelled Items, and other Replicated Magic Items that produce spells are not restricted to the Artificer spell list, then Artificers become even more flexible. Independent of balance, this is thematically appropriate for their 3.5 origins where their infusions (their 3.5 "spells") could not meet spellcasting requirements for item crafting and they could/had to use Use Magic Device to fake it. Back then, Charisma was actually an important stat, more so than Intelligence, because of the importance of Use Magic Device. Any argument could have been made that in 5e, with the simplifications, Artificers should have been Charisma casters. I think Intelligence suits the class better, but in 3.5e, Artificers could take up social skills effectively since they likely had a high Charisma.
The UA version of Replicate Magic Item turns artificers into Item Conjurers. Infusions was closer to their 3.5 origins because creating magic items first required that you create or acquire the mundane item first and then follow the magic item creation process. As such, temporarily infusing the item with magic as opposed to permanently infusing it is more thematically accurate than the UA version
In retrospect, I wonder if the removed the Common and Uncommon Magic Item Crafting discount because Bastions and a GP discount multiplies the group power and isn't really a representation of the 3.5e origins where their reserve mitigated the personal cost (XP) of creating an item. I think it might be a nice compromise drop the GP discount, change Magical Item Adept to craft Common and Uncommon Items in half the time (instead of a quarter of the time), and apply all crafting time reductions to items craft with the Artificer's Bastions.
I don't think they fully thought out the transition from Infusions to Replicated Items. It's almost like each feature was considered as an island unto itself. I would have liked Arcane Jolt, for example, to have had something like at level 9, it's 2D6 and gains +1D6 at level 12 and 15, maybe even reaching 5D6 at level 18. The level 15 Improved Defender could then just be the AC and improved Deflect Attack.
For the Armorer, I've said before that the Dreadnaught seems really weird. Giant-size and flight with a wrecking ball? I am not a fan of switching the Defensive Field to at will when you are half health or lower from 2-6 times per long rest at any health level; it's like it's trying to be a discount Fiendish Vigor. After thinking about it, I think the Armorer special weapons (and the Soulknife's blades) should get special rider text stating that they can fulfill the material component requirements for spells that require a weapon with a cost.
I think the Spellcasting focus was an oversight. I think they removed using infused items as a spellcasting focus from Tools Required and forgot to add updated text to Replicate Magic Item. If that's not the case, Battle Smiths need special allowances in Battle Ready and probably should get one anyway incase they want to use a magic weapon instead a Replicated Magic Weapon.
I don't know what Alchemist's deal with other than the RNG potion nonsense.
It took me a second to grok this. You may want to reword it as "While holding the object, a creature can take an action and expend a number of charges equal to the spell's level to produce the spell’s effect from it...". Note that level 1 has maybe some of the best uses of the feature pre-UA. I am not sure about with the option for 3rd level spells, particularly with some of the subclasses (the raging Barbarian tossing out a Fireball courtesy of their Artillerist buddy will certainly be surprising). I would actually be down for a scaling solution, maybe just a straight number of uses equal to Intelligence Modifier + Proficiency Bonus. That would be 9 at level 11 and 11 at level 17. That's not much better but maybe I'll mull it over and see if there is a better option. You could even break it up, Like Intelligence Modifier usages twice per long rest. Restricts what can be done in one encounter but adds the option to switch it out once a day.
How to add Tooltips.
My houserulings.
you know that they get these spells already, right and healing word wouldnt work, since the spell must have a casting time of one action.
At those lvls pattern starts to lose its power, thanks to the charmed immuneties and the familiar is with its tiny hit point pool a great target
It's not possible. Casting a spell from a item always uses the lowest possible slot.
Wait. Homunculus Servant is now a 2nd Level Artificer spell that grants a permanent pet. Again, someone didn't think these things through.
Fireball, Haste, Fly, Gaseous Form,
Mass Healing Word, Aura of Vitality, Lightning Bolt, Conjure Barrage, Homunculus Servant, Dragon's Breath. There are some wild new options for 10+ castings per day.Edit: I got Mass Healing Word confused with Mass Healing.
How to add Tooltips.
My houserulings.
i fixed the wording, thanks for the feedback^^
Ahh, I missed that mass healing word wouldn't qualify. Still though, being able to cast fly then pass the baton to get get a flying party multiple times a day or the same with haste is crazy good!
And of course they already have those, they wouldn't be able to put them on the item otherwise... What they don't get is 10 level 3 spell slots a day otherwise! And I think you are the first person I have ever seen indicate that hypnotic pattern is anything short of amazing. Yeah, it is of limited use against fey, but the number of enemies with charmed immunity, even above level 11, isn't THAT high unless you are traipsing around the feywild.
A familiar with a fly speed can cast the spell then fly out of reach for most enemies. Or just give it to a servant or defender. If hypnotic pattern works, many enemies are going to be neutralized anyway.
The level 3 spells you can put into this are REALLY solid. Even if you COULD upcast catapult, it would be such a waste of the single most powerful class feature this class has going as to be almost comical.
But honestly, I would happily trade this class feature entirely to make item replication better and improve scaling for subclass features, not because it isn't amazing but because it really isn't what I want out of my artificer. Also it doesn't come online until level 11 which means for quite a while, the class will feel really weak.
Regarding the Point how steong IT really IS, Here IS a Video how someone did a complete Break down on it with a armorer Dreadnought build
https://youtu.be/QBISXnvFzsk?si=QgZ2_5tMsjgEZ_n8
Interesting. He acknowledges that it is a support/control class and is able to make choices that makes the damage competitive. I really liked the advice about what to focus on instead of damage. I will have to rewatch it and see if I would change anything.
Also, the DPR roughly scales similarly with a College of Valor Bard per his spreadsheets.
How to add Tooltips.
My houserulings.
The Homunculus Servant spell does have in the RAW text "If you already have a homunculus from this spell, the homunculus is replaced by the new one."
I mean, if you're a level 11 Wizard you can cast fireball or any other 3rd level spell 9 times, by using your higher level spell slots that might be even more useful for something else. And you can pick from your whole list. Your Artillerist could cast fireball... 13 times, 10 with the item and 3 times with their slots, no flexibility with the 10 slots. Doesn't seem more powerful to me. And doesn't it seem thematic and right for your Artillerist to be lobbing fireballs?
Fly and Haste are fine spells and you'd use them one round at a time instead of doing damage yourself. Again maybe the right move, maybe not. Depends what you're fighting and what the rest of your party looks like.
As your DM if I tire of your Item of Fireball I can simply give you an army of Fire Elementals to fight and you'll have a very sad day... or a very fun day as you scramble to remember how all the rest of your stuff works and figure out creative ways to leverage it.
It's not just unlimited stuff - you're at a very high level, and you're limited very strongly by how fast your turns come up and how many turns you get. The inability to change what the spell is matters a whole lot in its power unless your party really does 15-20 turns of combat between long rests, and even then, it still creates significant limits on your tactics, especially if you didn't know what you'd be fighting when you woke up that morning.
Yes, but 'you' is the person holding the item, so you can hand it around and give everyone a homunculus.
Nope, can't store Homunculus Servant. The feature requires a casting time of 1 action, and the base time for Homunculus is 1 hour. Biggest shenanigan that jumps to mind is Revivify, but honestly if at 3rd tier you want to tie up your one spell pick for this feature on that to save a couple hundred gold and someone's prep slot, I don't think you're coming out ahead.
Thats true for the Spell Storing Item, but not for Enspelled Items. Those only say that the Spell has to be Level 8 or lower, no restriction on Material or Time.
Exactly, its Not so broken as it seems. IT needs some more testing, but IT could be a simmilar case than silvery barbs, yeah its good and Looks broken on paper, but in realety its Just good
AS FoolishMortal18588 pointed already Out that homunculus servant doesnt Work, but i want to throw in a other Thing. If you have a familiar and homunculus Holding concentration on haste or fly and get Hit by anything in tear 3, you are ducked my friend and that will happen If you made even the smallest mistake at positioning (dont forget, ranged Attacks are a thing at these lvls) and the limitation of Flexibilität IS another good one, which keeps the Feature in Check
Tbh, that could be a oversight
Could be, yeah, but for now thats RAW. Personally i wouldnt allow Conjurations that can cause a Loop, so Find Familiar and Homonculus will never appear in an Enspelled Item in my Games.
Think so too, would only Bring Problems
If you have your familiar concentrating on a spell, just dismiss it to the familiar pocket dimension. Homunculi don't have that option though unless you stick them in a portable hole or bag of holding..
How to add Tooltips.
My houserulings.
You can do that? I Always stuffed them in my bag of Holding for that Afterwards
Why not? It's feature of the Familiar in the Find Familiar. Unfortunately the Homunculus doesn't get a pocket to chill in. It's also less open to questions about air supply and not at risk of being destroyed and creating a rift into the Astral plane.
How to add Tooltips.
My houserulings.
the reason is simple, you dismiss it and it leaves evrithing behind
As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
for me it always implemented that part that it cant hold concentration on a spell aswell, since it had a touch of it being gone, but even when thats not the case, you would still use the your action of one turn. so even if you would allow it at your table (i know that i dont do it), you still are unable to cast more than one spell, if you want to keep your familiar save