One of my players has just created an artificer artillerist shifter for a one shot battle royale i'm running and it's insane compared to other players.
All players going to be level 15, and get an 18, 6 and roll 3d6 for other four abilities. Average or better rolled HP. (I want them to all have fun with some good stats) But starting with no magic items. I did stipulate that artificers get their infusions as they're part of their class abilities.
His setup means he's got an AC of 23 (Artificer infusions making: ring AND cloak of protection, +2 armour of defence breastplate, +1 repulsion shield) that he can bump to 24 with shifter trait and 29 with shield spell.
He's can create two turrets that each do 3d8+5, which he can fire on the same turn as he uses the spell store item to cast scorching ray and do an extra 6d6 damage or 3d10 with firebold and an extra d8 coz of his arcane firearm.
well LV 15 is one of the stronger points of the class. move it to say 11 and you would say that a samurai fighter is way ahead of other options.
saying that:
arcane firearm doesn't work with SSI. SSI is worded in a way that it produces the spell but isn't casting from a mechanical viewpoint where arcane firearm need the spell to be cast to apply.
be glad they didn't pick of find familiar to use the SSI.
where are the cannons? unless held in each hand, meaning no shield, they can be targeted. wearing the cannons is complete DM Fiat.
no +5 on cannon damage. its just what it says in the block so 3d8 or 2d8 THP
his AC is higher due to fortified position granting half cover. should be 26 before shifting and if they are smart they will use blur to stack on disadvantage.
the SSI can only cast spells at the same lv as put into the item so SR would be (3)2d6
shifting takes a bonus action and so does activating the cannons. it also takes an action to set up the cannons. how you handling pre-buffiung?
the infusions are magical items but are part of the class balance.
overall there are a lot of errors to address before you worry about it being too strong.
I am working on a running a well built artillerist trough a mock campaign from 1-20 to see how it does. currently at lv 7 and so far they are setting right where a half caster should be. even better they are sitting between rangers and paladins in most cases.
*side rant. DnD 5e is a horrid pick for PvP. it just isn't set up for it.
I thought no +5 to arcane turret but dndbeyond adds it? bug maybe?
when i said 6d6 for SR i meant all the rays added up.
yeah i forgot the half cover, lol
arcane firearm i was only allowing on the firebolt cantrip.
yeah i'm gonna be super strict on cannon placement and on action usage as he'll need to use an action to detonate a turret and another action to summon again if he wants to move them other than the 15 feet movement.
thanks for you input, tbh part of it is that i'm about to start playing an artificer in a different campaign and i went for battlesmith and i'm looking at artillerist with a bit of player envy, it seems that later buffs for the artillereist are way better than for battle smith :-|
I'd say the artificer wasn't designed with PvP in mind. No class is really, but especially not the artificers, as they're able to share their infusions with their party members and act as a support. An artificer without a party keeping all their infusions to themselves could be a tad op
One of my players has just created an artificer artillerist shifter for a one shot battle royale i'm running and it's insane compared to other players.
All players going to be level 15, and get an 18, 6 and roll 3d6 for other four abilities. Average or better rolled HP. (I want them to all have fun with some good stats) But starting with no magic items. I did stipulate that artificers get their infusions as they're part of their class abilities.
His setup means he's got an AC of 23 (Artificer infusions making: ring AND cloak of protection, +2 armour of defence breastplate, +1 repulsion shield) that he can bump to 24 with shifter trait and 29 with shield spell.
He's can create two turrets that each do 3d8+5, which he can fire on the same turn as he uses the spell store item to cast scorching ray and do an extra 6d6 damage or 3d10 with firebold and an extra d8 coz of his arcane firearm.
That just seems insane. Am i missing something?
I thought no +5 to arcane turret but dndbeyond adds it? bug maybe?
when i said 6d6 for SR i meant all the rays added up.
yeah i forgot the half cover, lol
arcane firearm i was only allowing on the firebolt cantrip.
yeah i'm gonna be super strict on cannon placement and on action usage as he'll need to use an action to detonate a turret and another action to summon again if he wants to move them other than the 15 feet movement.
thanks for you input, tbh part of it is that i'm about to start playing an artificer in a different campaign and i went for battlesmith and i'm looking at artillerist with a bit of player envy, it seems that later buffs for the artillereist are way better than for battle smith :-|
I'd say the artificer wasn't designed with PvP in mind. No class is really, but especially not the artificers, as they're able to share their infusions with their party members and act as a support. An artificer without a party keeping all their infusions to themselves could be a tad op