After playing Cleric's my entire life, I never thought I would love another class. The Eberron Artificer has been amazing to role play. I need help with my Artificer's future, since I have never played a character like this. Simply put, I want to have my character spend most of his time preparing for a future of magic item making and research. He is only adventuring to pay the bills, and would much rather be sitting in his workshop tinkering with all sorts of items. I purposely, plan to take abilities that help me in this goal, sacrificing better bonuses that would help me survive and my party survive. (Taking Tough, War Caster or Magic Initiate feat would be easier and more useful than taking Skilled but Skilled feat feels more like what my character would do. I am already proficient in Alchemy, herbalism, smith, carpentry, tinker and thieve's tools. But I decided my character is a novice cartographer and since I just built a spyglass with 2 natural 20's rolled, my DM allowed me to make a magical spyglass...so I will take the Skilled feat over Intelligence so I can dabble in many skills rather than gain an obvious boost from increasing my intelligence from 17 to 19...
...so what would my character need to purchase for a shop that includes non-portable tools to create nearly everything. Once I have enough money I will ask the DM that I want to purchase a building that I can fill with everything I need to produce magic items. Is there a more complete equipment list cost that would help me? Example would be: how much would materials cost to build a high-quality book shelf, workbench, drafting desk, drafting tools, ..furnace, bellows etc... thanks for any advice.
I mean it's really up to the DM as to what your character would need, monetary or otherwise, to open your own workshop. Partially depends on where you want to set up, and also how nitty-gritty you want to get with materials and all that.
For example, the DMG has some tables for building and maintaining strongholds and businesses. A trading post or a guildhall costs about 5,000 gp over the course of 60 days to build (though it may cost less if the structure is already there, as in a city), and then may have daily operating costs tied to it. The other question is: is your character going to be making items to sell them and make some profit? Or are they just doing it for research purposes? Maybe a bit of both.
When it comes to cost of materials for building things like shelves, you can always look at the costs of items IRL and try to translate that to gold pieces. I saw someone on here mention 1gp=$100 or something along those lines? If anything that kind of stuff would be factored into the cost of opening/building a place, unless you are trying to go over the top in which case, yeah, you'd need to come up with how much more it might be to have all the bells and whistles. Just spit-balling here, but I would think you would need between 5,000 gp and 15,000 gp to start an artificer's workshop, but I can't say I have much point of reference other than the DMG, and thinking that artificing probably isn't too cheap.
TL;DR: Consult your DM and figure what you both think would be a fair cost for your artificer to build a shop of his own.
One thing to think about for the future of your artificer is, if you had infinite time and resources, what would you build? Like what would be your magnum opus invention? Would you want to build a gateway to another world? Crack time-travel? Make a device that churns out INFINITE PIES?
People say 5e's crafting mechanics are a little sparse-- and they're right-- but people forget that the benefit to the lack of rules is that you can just ask your DM "hey can I make...?" and the answer should be "yes it'd take a skill check, this amount of time, and this much gold worth of resources."
So let's say I was making a time machine and my DM is thinking "time travel might break my game," they might tell you it'd take 60 in game years, 5 million gold, and skill checks every downtime. You're never going to get that in game (baring a major breakthrough) but it does give your character something to always be working on throughout your downtime, either finding ways to chip time off that 60 years or maybe making branching-off discoveries as your DM allows, etc.
I think it's a useful storytelling device for artificers to really get into full mad science mode with, so you might be adventuring to pay the bills before you open a shop to focus more on your plans, before you get enough money to start bringing materials aside and revising your blueprints etc..
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After playing Cleric's my entire life, I never thought I would love another class. The Eberron Artificer has been amazing to role play. I need help with my Artificer's future, since I have never played a character like this. Simply put, I want to have my character spend most of his time preparing for a future of magic item making and research. He is only adventuring to pay the bills, and would much rather be sitting in his workshop tinkering with all sorts of items. I purposely, plan to take abilities that help me in this goal, sacrificing better bonuses that would help me survive and my party survive. (Taking Tough, War Caster or Magic Initiate feat would be easier and more useful than taking Skilled but Skilled feat feels more like what my character would do. I am already proficient in Alchemy, herbalism, smith, carpentry, tinker and thieve's tools. But I decided my character is a novice cartographer and since I just built a spyglass with 2 natural 20's rolled, my DM allowed me to make a magical spyglass...so I will take the Skilled feat over Intelligence so I can dabble in many skills rather than gain an obvious boost from increasing my intelligence from 17 to 19...
...so what would my character need to purchase for a shop that includes non-portable tools to create nearly everything. Once I have enough money I will ask the DM that I want to purchase a building that I can fill with everything I need to produce magic items. Is there a more complete equipment list cost that would help me? Example would be: how much would materials cost to build a high-quality book shelf, workbench, drafting desk, drafting tools, ..furnace, bellows etc... thanks for any advice.
I mean it's really up to the DM as to what your character would need, monetary or otherwise, to open your own workshop. Partially depends on where you want to set up, and also how nitty-gritty you want to get with materials and all that.
For example, the DMG has some tables for building and maintaining strongholds and businesses. A trading post or a guildhall costs about 5,000 gp over the course of 60 days to build (though it may cost less if the structure is already there, as in a city), and then may have daily operating costs tied to it. The other question is: is your character going to be making items to sell them and make some profit? Or are they just doing it for research purposes? Maybe a bit of both.
When it comes to cost of materials for building things like shelves, you can always look at the costs of items IRL and try to translate that to gold pieces. I saw someone on here mention 1gp=$100 or something along those lines? If anything that kind of stuff would be factored into the cost of opening/building a place, unless you are trying to go over the top in which case, yeah, you'd need to come up with how much more it might be to have all the bells and whistles. Just spit-balling here, but I would think you would need between 5,000 gp and 15,000 gp to start an artificer's workshop, but I can't say I have much point of reference other than the DMG, and thinking that artificing probably isn't too cheap.
TL;DR: Consult your DM and figure what you both think would be a fair cost for your artificer to build a shop of his own.
One thing to think about for the future of your artificer is, if you had infinite time and resources, what would you build? Like what would be your magnum opus invention? Would you want to build a gateway to another world? Crack time-travel? Make a device that churns out INFINITE PIES?
People say 5e's crafting mechanics are a little sparse-- and they're right-- but people forget that the benefit to the lack of rules is that you can just ask your DM "hey can I make...?" and the answer should be "yes it'd take a skill check, this amount of time, and this much gold worth of resources."
So let's say I was making a time machine and my DM is thinking "time travel might break my game," they might tell you it'd take 60 in game years, 5 million gold, and skill checks every downtime. You're never going to get that in game (baring a major breakthrough) but it does give your character something to always be working on throughout your downtime, either finding ways to chip time off that 60 years or maybe making branching-off discoveries as your DM allows, etc.
I think it's a useful storytelling device for artificers to really get into full mad science mode with, so you might be adventuring to pay the bills before you open a shop to focus more on your plans, before you get enough money to start bringing materials aside and revising your blueprints etc..