I'd take Mold Earth for any digging project. It excavates faster than a backhoe.
It only moves earth that you can see, which means topsoil, as it has to be 'loose earth' rather than packed earth or stone. It's not very clear. RAW you can't move earth that's 5 feet below the ground... although I think that it's probabbly intended to and I suspect most DM's would say you can move 5ft cubes of mud with it.
If the DM does allow large scale earth shifting, then the Molder would be an essential construction worker in every town.
I'd take Mold Earth for any digging project. It excavates faster than a backhoe.
It only moves earth that you can see, which means topsoil, as it has to be 'loose earth' rather than packed earth or stone. It's not very clear. RAW you can't move earth that's 5 feet below the ground... although I think that it's probabbly intended to and I suspect most DM's would say you can move 5ft cubes of mud with it.
If the DM does allow large scale earth shifting, then the Molder would be an essential construction worker in every town.
low level magewright equivalents who get mass- apprenticed by a master wizard/ artificer to learn and cast this one cantrip on repeat and in mass
but by that point we have the 6th level Move Earth as a means of moving large amounts of rocks on an absurd scale, Wall of Stone to make permanent stone barriers etc
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
low level magewright equivalents who get mass- apprenticed by a master wizard/ artificer to learn and cast this one cantrip on repeat and in mass
The way I see it is that cantrips are something higher-level spellcasters get. A cantrip is something a caster has performed thousands of times, to the point where it is almost effortless for them to cast the spell. That's the opposite of a new apprentice, who has to struggle and concentrate on every single piece of magic they perform.
But that's the exact opposite of how cantrips are portrayed in the game. They're easy. To the point that even people who aren't trained enough to take an actual level in a spellcasting class can still learn them (via taking one of several feats).
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
"So i am messing about with some builds and i notice that some of them, particularly spellcaster builds, require a lot of wealth in gold to pull off if you want to for instance craft legendary horse armor for your steed or use extraplanar creatures bound to my will."
They don't want to go on Adventures, they want to get-rich-quick with low risk schemes that generate a lot of money.
The problem is that Adventures generally end up giving the player characters too much money. The rules for Encumbrance are very generous, and some people don't even use them at all, which make the problem worse. At 50 coins to the pound, you can carry a lot of gold, or even better, platinum. At the end of an adventure, what do the characters beeline towards? Magic items, then easily portable valuable things like gems. The last priority is money.
They end up with so much of it that they can maintain an Aristocratic Lifestyle for a long time.
Get-rich-quick schemes are ways of getting something player characters usually have too much of. The quickest way is to sell their magic items, those usually bring in a lot of gold. Selling things is usually the province of merchants. When you are playing D&D, why would you want to take the role of a merchant?
Among other things that money can't buy is happiness. When people are happy, it usually means they are having fun.
So far as I am concerned, in one of my games, if someone wants to have their player character be a merchant, I'll say; "Ok, That's fine. You make as much gold as you want. Now what would you like to do?" If at the end, all they want is to keep making more gold, I'll talk it over with them in private. It's clear at that point that I'm doing something wrong. Maybe the adventures I've dreamed up aren't all that interesting. Once I have talked it over with them, I'll ask the group about it and see what they have to say. Then anyone who isn't interested in anything other than gold is free to leave my game.
i miss when artificers got their feature to reduce production time of magic items by one fourth and halve the cost of creating them as soon as 3rd level instead of at 10th level, becuase then you can make 4 potions per day at a total cost of 50 gp for all of them, lending a profit of 150 gp per day. Which is absolutely nothing by 10th level, but i guess an alchemist artificer can supplement it with their healing potions that they can create as a class feature as long as each buyer is aware that a potion only lasts 24 hours befor being destroyed.
And of course since one workday is 8 hours, and since an 10th level artificer can therefore create 1 potion in just 2 hours, that is enough time to probably create a bit more than 4 potions
and then on top of that we could throw in actual adventure hook, as you can probably increase demand for healing potions and thus get away with selling them at a huge markup if you are able to deliberately cause problems for adventurers to solve
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
…use herbalism kit to create base potion of healing 1/day…. Cost 25gp ea, sell for 50gp ea.
How are you getting 1/day? A potion of healing (cost 50 gp) takes 10 days to make (5 gp per day, as per the Downtime section in the PHB). Your profit is 2.5 gp/day.
While crafting, you can maintain a modest lifestyle for free or a comfortable lifestyle for 1 gp/day, reducing your profit to 1.5 gp/day.
That's a nice wage for a crafter (untrained labourers get 0.2 gp/day and still have to pay their upkeep).
Still nothing compared to going out and slaying monsters and taking their stuff. :-)
…use herbalism kit to create base potion of healing 1/day…. Cost 25gp ea, sell for 50gp ea.
How are you getting 1/day? A potion of healing (cost 50 gp) takes 10 days to make (5 gp per day, as per the Downtime section in the PHB). Your profit is 2.5 gp/day.
While crafting, you can maintain a modest lifestyle for free or a comfortable lifestyle for 1 gp/day, reducing your profit to 1.5 gp/day.
That's a nice wage for a crafter (untrained labourers get 0.2 gp/day and still have to pay their upkeep).
Still nothing compared to going out and slaying monsters and taking their stuff. :-)
Xanatar's guide to everything and Ebberon: rising from the last war have alternate rules for downtime that include being able to craft 1 potion of healing in the span of 8 hours. (see page 130 of xanatar's guide to everything for the table with potions of healing and their creation times, or if you own the book digitally on dnd beyond you can check out This Handy Link)
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Xanatar's guide to everything and Ebberon: rising from the last war have alternate rules for downtime that include being able to craft 1 potion of healing in the span of 8 hours. (see page 130 of xanatar's guide to everything for the table with potions of healing and their creation times, or if you own the book digitally on dnd beyond you can check out This Handy Link)
If you have access to 5th level wizard or artificers spells you could use the spell fabricate to make very large volumes of rope, or turn iron and coal into steel, then the steel and some other mundane objects into weapons, armor and other things, or get proficiency with stone crafting to make statues, or just automate any production you already have such as making the cheese with fabricate to lesson the work of your population and let more of them work on obtaining the raw materials
I mean, I realise this is a fantasy game and all, but really, the classics never grow old: Go with some manner of Ponzi Scheme.
Essentially, you get people to give you their money for investment, then pay it back at a monthly rate of 10%. This is super good, so customers flood in. You tell them you're inventing in mining, steel and armor production for the king's war. If there's no war, you just tap your nose like that explains everything.
Since you deliver on your promises, investments pour. Only of course, you never invest any of the money, you're just paying people their own money back a bit at a time.
There's a sharp expiration date on this: Once you're over the hump, and investments aren't pouring in at break-neck pace, you need to cash out and skip town like your tail is on fire. This, for some reason, seems to be the point where most people fail at this.
Stuff like Fool's Gold, various illusions, Change Self, spells to boost skill checks and so on - all may be used to further the success of the scheme.
All this may well have been mentioned by someone else.
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
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I'd take Mold Earth for any digging project. It excavates faster than a backhoe.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
It only moves earth that you can see, which means topsoil, as it has to be 'loose earth' rather than packed earth or stone. It's not very clear. RAW you can't move earth that's 5 feet below the ground... although I think that it's probabbly intended to and I suspect most DM's would say you can move 5ft cubes of mud with it.
If the DM does allow large scale earth shifting, then the Molder would be an essential construction worker in every town.
low level magewright equivalents who get mass- apprenticed by a master wizard/ artificer to learn and cast this one cantrip on repeat and in mass
but by that point we have the 6th level Move Earth as a means of moving large amounts of rocks on an absurd scale, Wall of Stone to make permanent stone barriers etc
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
The way I see it is that cantrips are something higher-level spellcasters get. A cantrip is something a caster has performed thousands of times, to the point where it is almost effortless for them to cast the spell. That's the opposite of a new apprentice, who has to struggle and concentrate on every single piece of magic they perform.
But that's the exact opposite of how cantrips are portrayed in the game. They're easy. To the point that even people who aren't trained enough to take an actual level in a spellcasting class can still learn them (via taking one of several feats).
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
"So i am messing about with some builds and i notice that some of them, particularly spellcaster builds, require a lot of wealth in gold to pull off if you want to for instance craft legendary horse armor for your steed or use extraplanar creatures bound to my will."
They don't want to go on Adventures, they want to get-rich-quick with low risk schemes that generate a lot of money.
The problem is that Adventures generally end up giving the player characters too much money. The rules for Encumbrance are very generous, and some people don't even use them at all, which make the problem worse. At 50 coins to the pound, you can carry a lot of gold, or even better, platinum. At the end of an adventure, what do the characters beeline towards? Magic items, then easily portable valuable things like gems. The last priority is money.
They end up with so much of it that they can maintain an Aristocratic Lifestyle for a long time.
Get-rich-quick schemes are ways of getting something player characters usually have too much of. The quickest way is to sell their magic items, those usually bring in a lot of gold. Selling things is usually the province of merchants. When you are playing D&D, why would you want to take the role of a merchant?
Among other things that money can't buy is happiness. When people are happy, it usually means they are having fun.
So far as I am concerned, in one of my games, if someone wants to have their player character be a merchant, I'll say; "Ok, That's fine. You make as much gold as you want. Now what would you like to do?" If at the end, all they want is to keep making more gold, I'll talk it over with them in private. It's clear at that point that I'm doing something wrong. Maybe the adventures I've dreamed up aren't all that interesting. Once I have talked it over with them, I'll ask the group about it and see what they have to say. Then anyone who isn't interested in anything other than gold is free to leave my game.
<Insert clever signature here>
It’s not the best way to get filthy rich fast, but it is an easy way to make a living…
…use herbalism kit to create base potion of healing 1/day…. Cost 25gp ea, sell for 50gp ea.
Profit 25gp/day.
Aristocrat lifestyle costs 10gp/ day. Pocket 15gp/day.
That’s 5,475gp saved/yr.
i miss when artificers got their feature to reduce production time of magic items by one fourth and halve the cost of creating them as soon as 3rd level instead of at 10th level, becuase then you can make 4 potions per day at a total cost of 50 gp for all of them, lending a profit of 150 gp per day. Which is absolutely nothing by 10th level, but i guess an alchemist artificer can supplement it with their healing potions that they can create as a class feature as long as each buyer is aware that a potion only lasts 24 hours befor being destroyed.
And of course since one workday is 8 hours, and since an 10th level artificer can therefore create 1 potion in just 2 hours, that is enough time to probably create a bit more than 4 potions
and then on top of that we could throw in actual adventure hook, as you can probably increase demand for healing potions and thus get away with selling them at a huge markup if you are able to deliberately cause problems for adventurers to solve
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
How are you getting 1/day? A potion of healing (cost 50 gp) takes 10 days to make (5 gp per day, as per the Downtime section in the PHB). Your profit is 2.5 gp/day.
While crafting, you can maintain a modest lifestyle for free or a comfortable lifestyle for 1 gp/day, reducing your profit to 1.5 gp/day.
That's a nice wage for a crafter (untrained labourers get 0.2 gp/day and still have to pay their upkeep).
Still nothing compared to going out and slaying monsters and taking their stuff. :-)
Xanatar's guide to everything and Ebberon: rising from the last war have alternate rules for downtime that include being able to craft 1 potion of healing in the span of 8 hours. (see page 130 of xanatar's guide to everything for the table with potions of healing and their creation times, or if you own the book digitally on dnd beyond you can check out This Handy Link)
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Ahh, I see now. Thanks for the link.
If you have access to 5th level wizard or artificers spells you could use the spell fabricate to make very large volumes of rope, or turn iron and coal into steel, then the steel and some other mundane objects into weapons, armor and other things, or get proficiency with stone crafting to make statues, or just automate any production you already have such as making the cheese with fabricate to lesson the work of your population and let more of them work on obtaining the raw materials
I mean, I realise this is a fantasy game and all, but really, the classics never grow old: Go with some manner of Ponzi Scheme.
Essentially, you get people to give you their money for investment, then pay it back at a monthly rate of 10%. This is super good, so customers flood in. You tell them you're inventing in mining, steel and armor production for the king's war. If there's no war, you just tap your nose like that explains everything.
Since you deliver on your promises, investments pour. Only of course, you never invest any of the money, you're just paying people their own money back a bit at a time.
There's a sharp expiration date on this: Once you're over the hump, and investments aren't pouring in at break-neck pace, you need to cash out and skip town like your tail is on fire. This, for some reason, seems to be the point where most people fail at this.
Stuff like Fool's Gold, various illusions, Change Self, spells to boost skill checks and so on - all may be used to further the success of the scheme.
All this may well have been mentioned by someone else.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.