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
It's not a RAW requirement that I am aware of to hold/wield the item to continue to concentrate on a spell effect after it has used an item to produce its effect.
So, for example, you can have a familiar use the item to produce Protection from Energy (new option) on someone (maybe their master) and then pop off into the pocket dimension for an hour.
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
It's not a RAW requirement that I am aware of to hold/wield the item to continue to concentrate on a spell effect after it has used an item to produce its effect.
So, for example, you can have a familiar use the item to produce Protection from Energy (new option) on someone (maybe their master) and then pop off into the pocket dimension for an hour.
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
It's not a RAW requirement that I am aware of to hold/wield the item to continue to concentrate on a spell effect after it has used an item to produce its effect.
So, for example, you can have a familiar use the item to produce Protection from Energy (new option) on someone (maybe their master) and then pop off into the pocket dimension for an hour.
Maybe its raw, but i belive its Not rai
You expect a Wizard to cast Web from a Wand of Web and hold the wand while concentrating for an hour? Do you require the character to hold the empty bottle for 1 minute while concentrating on Gust of Wind from exhaling after drinking a Bottled Breath potion? If you cast a Concentration spell with a Hat of Wizardry are you stuck holding your hat until you end the Concentration?
This isn't a new scenario. The Spell Storing Item has been around since 2019 and was only modified to allow for 3rd level spells. Wands, Staves, Potions, and other items that reproduce spells have been around since 2014. Still, no Sage Advice and no errata have been released that I am aware of, to suggest that your take is official, RAW or RAI. I don't think there is any basis to support that it is RAI. If you want to house rule it at your table, that's fine, of course.
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
It's not a RAW requirement that I am aware of to hold/wield the item to continue to concentrate on a spell effect after it has used an item to produce its effect.
So, for example, you can have a familiar use the item to produce Protection from Energy (new option) on someone (maybe their master) and then pop off into the pocket dimension for an hour.
Maybe its raw, but i belive its Not rai
You expect a Wizard to cast Web from a Wand of Web and hold the wand while concentrating for an hour? Do you require the character to hold the empty bottle for 1 minute while concentrating on Gust of Wind from exhaling after drinking a Bottled Breath potion? If you cast a Concentration spell with a Hat of Wizardry are you stuck holding your hat until you end the Concentration?
This isn't a new scenario. The Spell Storing Item has been around since 2019 and was only modified to allow for 3rd level spells. Wands, Staves, Potions, and other items that reproduce spells have been around since 2014. Still, no Sage Advice and no errata have been released that I am aware of, to suggest that your take is official, RAW or RAI. I don't think there is any basis to support that it is RAI. If you want to house rule it at your table, that's fine, of course.
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
It's not a RAW requirement that I am aware of to hold/wield the item to continue to concentrate on a spell effect after it has used an item to produce its effect.
So, for example, you can have a familiar use the item to produce Protection from Energy (new option) on someone (maybe their master) and then pop off into the pocket dimension for an hour.
Maybe its raw, but i belive its Not rai
You expect a Wizard to cast Web from a Wand of Web and hold the wand while concentrating for an hour? Do you require the character to hold the empty bottle for 1 minute while concentrating on Gust of Wind from exhaling after drinking a Bottled Breath potion? If you cast a Concentration spell with a Hat of Wizardry are you stuck holding your hat until you end the Concentration?
This isn't a new scenario. The Spell Storing Item has been around since 2019 and was only modified to allow for 3rd level spells. Wands, Staves, Potions, and other items that reproduce spells have been around since 2014. Still, no Sage Advice and no errata have been released that I am aware of, to suggest that your take is official, RAW or RAI. I don't think there is any basis to support that it is RAI. If you want to house rule it at your table, that's fine, of course.
Like i Said, i think its bending the Rules a bit much, i think i would allow IT first to See how steong IT really is, but unser the information that it could be banned later on. Sometimes Something Sounds on paper stronger than it IS in realety
Everyone is talking about Spell-Storing Item and Magic Item Savant, thinking they’re overpowered. However, spellcasters at this level are already using top-tier spells like Simulacrum. The features of the Artificer are almost "leapfrogging" in nature: they gain useful abilities at levels 3, 6, 7, 11, 14, and 15, but they are actually very underwhelming at both low and high levels. My English is not good; I use translation software.
Everyone is talking about Spell-Storing Item and Magic Item Savant, thinking they’re overpowered. However, spellcasters at this level are already using top-tier spells like Simulacrum. The features of the Artificer are almost "leapfrogging" in nature: they gain useful abilities at levels 3, 6, 7, 11, 14, and 15, but they are actually very underwhelming at both low and high levels. My English is not good; I use translation software.
Everyone is talking about Spell-Storing Item and Magic Item Savant, thinking they’re overpowered. However, spellcasters at this level are already using top-tier spells like Simulacrum.
Simulacrum is broken, not just top tier. In any case, this mostly comes down to the utility of handing off items to minions, if you're using your own actions those abilities are underwhelming.
Everyone is talking about Spell-Storing Item and Magic Item Savant, thinking they’re overpowered. However, spellcasters at this level are already using top-tier spells like Simulacrum. The features of the Artificer are almost "leapfrogging" in nature: they gain useful abilities at levels 3, 6, 7, 11, 14, and 15, but they are actually very underwhelming at both low and high levels. My English is not good; I use translation software.
I agree with you. Every time Fireball is mentioned, people seem to gauge it by how great it is at level 5. By level 11, it's not nearly as potent. Still great for large weak groups, but if you're fighting 2 things, doing like 22 damage to both isn't "broken" in the slightest. This is why there's never been a good half-caster blaster build in 5e - spell progression is just too critical outside of utility spells. The level 3 utility options are indeed pretty good, but considering the rest of the class, they kind of need to be.
I also think the disappearing familiar argument is kind of missing the point - homunculi/familiars/npc lackeys have been casting and then running/flying off down a tunnel or into a house or otherwise off the map for years now. It's often quite easy for these guys to leave the combat, so I don't see the pocket dimension being special in that regard.
Everyone is talking about Spell-Storing Item and Magic Item Savant, thinking they’re overpowered. However, spellcasters at this level are already using top-tier spells like Simulacrum. The features of the Artificer are almost "leapfrogging" in nature: they gain useful abilities at levels 3, 6, 7, 11, 14, and 15, but they are actually very underwhelming at both low and high levels. My English is not good; I use translation software.
I agree with you. Every time Fireball is mentioned, people seem to gauge it by how great it is at level 5. By level 11, it's not nearly as potent. Still great for large weak groups, but if you're fighting 2 things, doing like 22 damage to both isn't "broken" in the slightest. This is why there's never been a good half-caster blaster build in 5e - spell progression is just too critical outside of utility spells. The level 3 utility options are indeed pretty good, but considering the rest of the class, they kind of need to be.
I don't know if Fireball is the most potent option but still being able to cast it twice a day at levels 9 and 10 to suddenly 3 + Intelligence Modifier x2 and the Spell-storing Item castings don't need to be you casting it, it could be using someone else's actions. In addition, normally a magic item will have a set save DC, this will use the Artificer's values. A Wand of Fireballs will always have a save DC of 15. A Fireball from a spell-storing item will have a save DC of 8 + the Artificer's Proficiency Bonus + the Artificer's Intelligence modifier. 10 8D6 DC 15 Fireballs are not the same thing as 10 8D6 DC 19+ Fireballs that aren't using your action to cast.
Instead of comparing it other spells you can cast at level 11 or even at 20, throwing out some Fireballs isn't amazing. Throwing out a level 3 Fireball could instead be compared to your Homunculi using Force Strike/Help or a Familiar using Help. Other potential 3rd level options for the feature would be Elemental Weapon to pass out magic weapons, Protection from Energy or Intellect Fortress for a group before a fight, or Aura of Vitality for constant healing (requires concentration, but the healing requires no action after the spell begins).
Also note that the Spell-storing item is not casting a spell, so normal spell components don't apply. You can cast Conjure Barrage without a weapon, silently, and without making any motions. Cast Revivify without a diamond, or Arcane Lock without gold dust.
I think part of the problem is that it is an ability that comes online at full strength, regardless of whether that full strength is impressive or not, and then it never scales.
I also think the disappearing familiar argument is kind of missing the point - homunculi/familiars/npc lackeys have been casting and then running/flying off down a tunnel or into a house or otherwise off the map for years now. It's often quite easy for these guys to leave the combat, so I don't see the pocket dimension being special in that regard.
The familiar pocket, I think, is just a way to codify the tendency for familiars to not exist until someone needed to make a perception check in 3.x.
The Order of the Stick Web Comic even made a See Spot Spot comic that references it. If you haven't read it, it is hilarious with lots of references to the 3.5 mechanics.
Everyone is talking about Spell-Storing Item and Magic Item Savant, thinking they’re overpowered. However, spellcasters at this level are already using top-tier spells like Simulacrum. The features of the Artificer are almost "leapfrogging" in nature: they gain useful abilities at levels 3, 6, 7, 11, 14, and 15, but they are actually very underwhelming at both low and high levels. My English is not good; I use translation software.
I think so too, on paper they Sound strong, but in realety ITS ok
Everyone is talking about Spell-Storing Item and Magic Item Savant, thinking they’re overpowered. However, spellcasters at this level are already using top-tier spells like Simulacrum. The features of the Artificer are almost "leapfrogging" in nature: they gain useful abilities at levels 3, 6, 7, 11, 14, and 15, but they are actually very underwhelming at both low and high levels. My English is not good; I use translation software.
I agree with you. Every time Fireball is mentioned, people seem to gauge it by how great it is at level 5. By level 11, it's not nearly as potent. Still great for large weak groups, but if you're fighting 2 things, doing like 22 damage to both isn't "broken" in the slightest. This is why there's never been a good half-caster blaster build in 5e - spell progression is just too critical outside of utility spells. The level 3 utility options are indeed pretty good, but considering the rest of the class, they kind of need to be.
I don't know if Fireball is the most potent option but still being able to cast it twice a day at levels 9 and 10 to suddenly 3 + Intelligence Modifier x2 and the Spell-storing Item castings don't need to be you casting it, it could be using someone else's actions. In addition, normally a magic item will have a set save DC, this will use the Artificer's values. A Wand of Fireballs will always have a save DC of 15. A Fireball from a spell-storing item will have a save DC of 8 + the Artificer's Proficiency Bonus + the Artificer's Intelligence modifier. 10 8D6 DC 15 Fireballs are not the same thing as 10 8D6 DC 19+ Fireballs that aren't using your action to cast.
Instead of comparing it other spells you can cast at level 11 or even at 20, throwing out some Fireballs isn't amazing. Throwing out a level 3 Fireball could instead be compared to your Homunculi using Force Strike/Help or a Familiar using Help. Other potential 3rd level options for the feature would be Elemental Weapon to pass out magic weapons, Protection from Energy or Intellect Fortress for a group before a fight, or Aura of Vitality for constant healing (requires concentration, but the healing requires no action after the spell begins).
Also note that the Spell-storing item is not casting a spell, so normal spell components don't apply. You can cast Conjure Barrage without a weapon, silently, and without making any motions. Cast Revivify without a diamond, or Arcane Lock without gold dust.
I think part of the problem is that it is an ability that comes online at full strength, regardless of whether that full strength is impressive or not, and then it never scales.
I also think the disappearing familiar argument is kind of missing the point - homunculi/familiars/npc lackeys have been casting and then running/flying off down a tunnel or into a house or otherwise off the map for years now. It's often quite easy for these guys to leave the combat, so I don't see the pocket dimension being special in that regard.
The familiar pocket, I think, is just a way to codify the tendency for familiars to not exist until someone needed to make a perception check in 3.x.
The Order of the Stick Web Comic even made a See Spot Spot comic that references it. If you haven't read it, it is hilarious with lots of references to the 3.5 mechanics.
Edit: Fixed tooltips.
The Thing is, it scales for those which dient didnt maxed out their int and one Thing that gets forgotten, at this Point in time the Wizard has a Ring of spell storing, atleast one, so He can do the same amount as the artificer. Maybe not as often as the artificer, but a Wizard is a full caster
I see your point, but not every shopkeeper has to have every magic item for sale, and "unique items" is really just another separate special thing you have to keep track of. I always thought it was a little needlessly complicated. This also makes sharing those items with other players much easier since you're not only using them on yourself, now they can just look the items up and equip them.
Reviewing the Armorer's features, the Level 9 one was badly hit.
For starters, you get one extra plan and one extra item you can enchant, as long as it is armor. Not bad, but... the 2014 rules did this and more: it split your Arcane Armor in pieces that you could infuse separately, and you could infuse two extra items, as long as they are part of the Arcane Armor.
My current Armorer Artificer build uses the Enhanced Defense for the armor piece and the Enhanced Weapon for its weapon (the gauntlets). RAW, the armor isn't split, meaning that I wouldn't be able to do this.
I'm hoping that the feature will be in the final product, otherwise it's a huge nerf.
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It's not a RAW requirement that I am aware of to hold/wield the item to continue to concentrate on a spell effect after it has used an item to produce its effect.
So, for example, you can have a familiar use the item to produce Protection from Energy (new option) on someone (maybe their master) and then pop off into the pocket dimension for an hour.
How to add Tooltips.
My houserulings.
Maybe its raw, but i belive its Not rai
You expect a Wizard to cast Web from a Wand of Web and hold the wand while concentrating for an hour? Do you require the character to hold the empty bottle for 1 minute while concentrating on Gust of Wind from exhaling after drinking a Bottled Breath potion? If you cast a Concentration spell with a Hat of Wizardry are you stuck holding your hat until you end the Concentration?
This isn't a new scenario. The Spell Storing Item has been around since 2019 and was only modified to allow for 3rd level spells. Wands, Staves, Potions, and other items that reproduce spells have been around since 2014. Still, no Sage Advice and no errata have been released that I am aware of, to suggest that your take is official, RAW or RAI. I don't think there is any basis to support that it is RAI. If you want to house rule it at your table, that's fine, of course.
How to add Tooltips.
My houserulings.
Like i Said, i think its bending the Rules a bit much, i think i would allow IT first to See how steong IT really is, but unser the information that it could be banned later on. Sometimes Something Sounds on paper stronger than it IS in realety
Everyone is talking about Spell-Storing Item and Magic Item Savant, thinking they’re overpowered. However, spellcasters at this level are already using top-tier spells like Simulacrum. The features of the Artificer are almost "leapfrogging" in nature: they gain useful abilities at levels 3, 6, 7, 11, 14, and 15, but they are actually very underwhelming at both low and high levels.
My English is not good; I use translation software.
Your post is well said and accurate.
How to add Tooltips.
My houserulings.
Simulacrum is broken, not just top tier. In any case, this mostly comes down to the utility of handing off items to minions, if you're using your own actions those abilities are underwhelming.
I agree with you. Every time Fireball is mentioned, people seem to gauge it by how great it is at level 5. By level 11, it's not nearly as potent. Still great for large weak groups, but if you're fighting 2 things, doing like 22 damage to both isn't "broken" in the slightest. This is why there's never been a good half-caster blaster build in 5e - spell progression is just too critical outside of utility spells. The level 3 utility options are indeed pretty good, but considering the rest of the class, they kind of need to be.
I also think the disappearing familiar argument is kind of missing the point - homunculi/familiars/npc lackeys have been casting and then running/flying off down a tunnel or into a house or otherwise off the map for years now. It's often quite easy for these guys to leave the combat, so I don't see the pocket dimension being special in that regard.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I don't know if Fireball is the most potent option but still being able to cast it twice a day at levels 9 and 10 to suddenly 3 + Intelligence Modifier x2 and the Spell-storing Item castings don't need to be you casting it, it could be using someone else's actions. In addition, normally a magic item will have a set save DC, this will use the Artificer's values. A Wand of Fireballs will always have a save DC of 15. A Fireball from a spell-storing item will have a save DC of 8 + the Artificer's Proficiency Bonus + the Artificer's Intelligence modifier. 10 8D6 DC 15 Fireballs are not the same thing as 10 8D6 DC 19+ Fireballs that aren't using your action to cast.
Instead of comparing it other spells you can cast at level 11 or even at 20, throwing out some Fireballs isn't amazing. Throwing out a level 3 Fireball could instead be compared to your Homunculi using Force Strike/Help or a Familiar using Help. Other potential 3rd level options for the feature would be Elemental Weapon to pass out magic weapons, Protection from Energy or Intellect Fortress for a group before a fight, or Aura of Vitality for constant healing (requires concentration, but the healing requires no action after the spell begins).
Also note that the Spell-storing item is not casting a spell, so normal spell components don't apply. You can cast Conjure Barrage without a weapon, silently, and without making any motions. Cast Revivify without a diamond, or Arcane Lock without gold dust.
I think part of the problem is that it is an ability that comes online at full strength, regardless of whether that full strength is impressive or not, and then it never scales.
The familiar pocket, I think, is just a way to codify the tendency for familiars to not exist until someone needed to make a perception check in 3.x.
The Order of the Stick Web Comic even made a See Spot Spot comic that references it. If you haven't read it, it is hilarious with lots of references to the 3.5 mechanics.
Edit: Fixed tooltips.
How to add Tooltips.
My houserulings.
I think so too, on paper they Sound strong, but in realety ITS ok
The Thing is, it scales for those which dient didnt maxed out their int and one Thing that gets forgotten, at this Point in time the Wizard has a Ring of spell storing, atleast one, so He can do the same amount as the artificer. Maybe not as often as the artificer, but a Wizard is a full caster
I see your point, but not every shopkeeper has to have every magic item for sale, and "unique items" is really just another separate special thing you have to keep track of. I always thought it was a little needlessly complicated. This also makes sharing those items with other players much easier since you're not only using them on yourself, now they can just look the items up and equip them.
Reviewing the Armorer's features, the Level 9 one was badly hit.
For starters, you get one extra plan and one extra item you can enchant, as long as it is armor. Not bad, but... the 2014 rules did this and more: it split your Arcane Armor in pieces that you could infuse separately, and you could infuse two extra items, as long as they are part of the Arcane Armor.
My current Armorer Artificer build uses the Enhanced Defense for the armor piece and the Enhanced Weapon for its weapon (the gauntlets). RAW, the armor isn't split, meaning that I wouldn't be able to do this.
I'm hoping that the feature will be in the final product, otherwise it's a huge nerf.