If the +1/+2 is just to hit then the only cantrips you can use the Prototype wand and not get the bonus are: Firebolt, Ray of Frost, Shocking Grasp and Thorn Whip, the others have saving throws instead of attack rolls so they don't benefit from the +1/+2 to attack rolls.
In which case you can choose whether you prefer the up to +5 (int mod) for the particular cantrip(s) of the day or whether you need some extra accuracy. This is similar to half the Sharpshooter feat for magic since you give up extra accuracy for 5 extra damage while the feat gives a penalty of -10 to a ranged attack in exchange for 10 extra damage if hit.
Less risk, less damage, safer, and you only need 2 levels to get it instead of a feature. It's quite balanced.
Point of note, Sharpshooter is -5/+10, not -10/+10.
Call me crazy, but I don't believe there's any rule against wielding more than wand at a time. So while the Prototype wand could not be infused with the Enhanced Wand infusion, you could infuse a separate wand with Enhanced Wand. Also, Enhanced Wand says you get the bonus to spell attack rolls while holding the wand. So you could have the Enhanced Wand in one hand and still get the bonus when casting a spell attack cantrip from your Prototype Wand in the other hand.
Also, having a +2 to spell attack rolls is akin to the archery fighting style. But for spell attacks, obviously.
Now I have this crazy visual of a gnome artificer firing off lightning bolts from an enhanced wand of lightning bolts, then turning around and using their prototype wand to taser an ambusher with shocking grasp.
Call me crazy, but I don't believe there's any rule against wielding more than wand at a time. So while the Prototype wand could not be infused with the Enhanced Wand infusion, you could infuse a separate wand with Enhanced Wand. Also, Enhanced Wand says you get the bonus to spell attack rolls while holding the wand. So you could have the Enhanced Wand in one hand and still get the bonus when casting a spell attack cantrip from your Prototype Wand in the other hand.
Also, having a +2 to spell attack rolls is akin to the archery fighting style. But for spell attacks, obviously.
Now I have this crazy visual of a gnome artificer firing off lightning bolts from an enhanced wand of lightning bolts, then turning around and using their prototype wand to taser an ambusher with shocking grasp.
Edited for formatting.
Good point dual wield wands! 100% agree now no change required. If you want shields etc then its your choice.
Call me crazy, but I don't believe there's any rule against wielding more than wand at a time. So while the Prototype wand could not be infused with the Enhanced Wand infusion, you could infuse a separate wand with Enhanced Wand. Also, Enhanced Wand says you get the bonus to spell attack rolls while holding the wand. So you could have the Enhanced Wand in one hand and still get the bonus when casting a spell attack cantrip from your Prototype Wand in the other hand.
Also, having a +2 to spell attack rolls is akin to the archery fighting style. But for spell attacks, obviously.
Now I have this crazy visual of a gnome artificer firing off lightning bolts from an enhanced wand of lightning bolts, then turning around and using their prototype wand to taser an ambusher with shocking grasp.
Edited for formatting.
Good point dual wield wands! 100% agree now no change required. If you want shields etc then its your choice.
I still believe that the Improved Wand should be able to work with the Prototype Wand as the Prototype will only work for the Artificer and not others.
Hey, quick check-in regarding the addition of the two newest subclasses. Any updates from the D&D Beyond dev team?
Seeing as today is a national holiday in the USA, I'd say not yet. They have added some things (changes to the class and expanded the spell list) sub-classes are still on the way.
I hardly call that in depth. They are a better framework yes, but it's still by and large impractical to craft much beyond common items. At least for how most adventures I have played in or read, are structured.
Even as an alchemist, where they are quicker due to being consumables and due to my skills as a alchemist, I am not sure if I'll get to make something beyond uncommon.
I like Xanathar's rules conceptually, but the execution is poor. To me it feels like the intent was the true challenge is in acquiring the knowledge and materials, resulting in story and quest hooks (as opposed to the crafting in and of itself). I think if you do all that, the time to actually craft the thing should be generally insignificant, or it will provide an incredibly dull anticlimactic moment upon completing what I think of as the actual challenge.
To me it's like defeating the dragon, and there is an overly long timer on opening the chest, the reward for defeating the beast. Kinda like mobile elder scrolls lol.
Is Artificer's Enhanced Wand Infusion wasted Potential since it doesnt work with Artillerist's lvl 6 Wand Prototype ability?
Wand Prototype allows you INT damage to your damage roll that you infuse in a Non-magical wand. It doesn't work with Enhanced Wand Infusions, since the wand is a prototype Magical Item now. Artificers already have a niche spell list that hardly has a lot of Spells where you roll damage.
Meanwhile, Alchemist's Homunculus does twice the damage of 18 at lvl 14 in comparison with the Turrets. But somehow they have more firepower than other Artificers? For most players, whose games only last Tier 2, I personally feel its a huge investment that doesnt give enough fruit.
Do you feel it could be improved to allow the 2 abilities to work in sync? Would it be too much ignore the RAW in this case?
A Homunculus can do a max of 12 points of acid damage starting at level 17 (unless it roles a crit at which case the damage increases to 18).
The Artillerist's Flamethrower turret can do a max of 8 points of fire damage (missed saving throw) and the Force Ballista turret can do a max of 16 points of force damage or 32 points of force damage if the player roles a crit.
With that being said, this is purely play test material. No one knows what the finished product looks like in the end. Just ensure to fill out the survey when it is released.
Is Artificer's Enhanced Wand Infusion wasted Potential since it doesnt work with Artillerist's lvl 6 Wand Prototype ability?
Wand Prototype allows you INT damage to your damage roll that you infuse in a Non-magical wand. It doesn't work with Enhanced Wand Infusions, since the wand is a prototype Magical Item now. Artificers already have a niche spell list that hardly has a lot of Spells where you roll damage.
Meanwhile, Alchemist's Homunculus does twice the damage of 18 at lvl 14 in comparison with the Turrets. But somehow they have more firepower than other Artificers? For most players, whose games only last Tier 2, I personally feel its a huge investment that doesnt give enough fruit.
Do you feel it could be improved to allow the 2 abilities to work in sync? Would it be too much ignore the RAW in this case?
In one of the campaigns I am currently running, one of my players is playing a war wizard / artificer (Artillerist) who asked the same question. Because Enhanced Wand is new, I've allowed him to use an Enhanced Wand with Wand Prototype.
Personally, I tend to use my Turret in Defense mode. This provides me with half cover & temporary hp when needed. My main Artificer is human (5th level), an Artillerist who's main weapon is an Enhanced hand crossbow (Crossbow Mastery feat).
Your player's War Wizard/ Artificer (Artillerist) is using an overpowered wand.
Yeah, this feels like an oversight that the subclass that is supposed to be a wand specialist can't use Enhanced Want on it's prototype wand. I'd allow it in my game and will include it in the survey. The Enhanced Wand should have a specific rule regarding this and is the only infusion that can be applied to another magic item. Specifically a prototype wand:
Item: A wand or the Artillerist's Prototype Wand (Requires Attunement)
I’d just rewrite (/remove) the Artillerist‘s Wand prototype to work on magic item wands instead, as that is the problem.
Then again I like the concept of a Artificer with 3-5 Wands in his coat and selecting the right one for the Job, that’s probably how I would play a Wandslinger rather than one that does all. (But better have option rather than force everyone to carry many wands)
The Artificer Infusion "Enhanced Wand" is essentially a "Wand of the War Mage" (DMG pg. 212). The Wand Prototype allows the player to put a cantrip into a nonmagical wand. If the cantrip that is placed in the wand deals damage it receives a bonus equal to the players INT mod (for only that particular cantrip).
So, by combining the Wand Prototype and the Enhanced Wand, you want to create a wand that can cast a damaging cantrip and receive a damage bonus = to their INT mod and gain a +1 or +2 attack bonus and ignore half cover.
Tell me how that isn't broken.
Let's not forget that only the Artificer can use the Wand Prototype, but anyone arcane spellcaster can use an Enhanced Wand.
Currently, a 14th level Artillerist focused exclusively on damage can deal.
Poison Spray 3d12 = 3 > 36
+5 (Int Mod) Or (ignores Half-Cover)
4d8 Force Damage as a bonus action with 2 turrets = 4 > 32
Ignoring resistances, you can deal up to 36+5+32= 73 damage and if target is under half cover, use the other wand to deal up to 68 damage while ignoring it.
This is without any cost other than summoning the turrets which last 10 minutes.
Alternatively, they can use Fireball and deal 8d6 ignoring half cover in addition to the 4d8 force damage on survivors.
That's up to 46+32= 78 damage ignoring half cover.
Or is it that you guys forgot the Prototype wand only gives the bonus to the single assigned cantrip while the Enhanced Wand gives it to every spell you cast? Their effects are incompatible.
Your math is incorrect.
The Wand Prototype that has Poison Spray (saving throw spell) it can do....
Poison Spray 3d12 = 3 or 36 + INT mod so that can be a minimum of 4 (+1 INT) to 8 (+5 INT) points of damage and a max of 37 (+1 INT) or 41 (+5 INT).
For the Force Ballista turret (2d8) they have a max of 16 points of force damage or 32 point if the player rolls a crit. If 2 Force Ballista turrets are on the field those numbers are double. So, in a single turn with the best possible outcome the player can have....
36 Poison Damage + +5 INT mode + 64 Force Damage = 105 points of damage*
*This math shows target failed their saving throw for the poison spray and 2 crits were rolled for the turrets and the player rolling max damage on all the dice.
The Enhanced Wand can give the player a +1 or +2 to their spell attack rolls and allows them to ignore 1/2 cover.
In the case of a Fireball spell being cast, the max damage of the Fireball spell and the 2 turrrets would be 112 points of damage.
Currently, a 14th level Artillerist focused exclusively on damage can deal.
Poison Spray 3d12 = 3 > 36
+5 (Int Mod) Or +2 (ignores Half-Cover)
4d8 Force Damage as a bonus action with 2 turrets = 4 > 32
Ignoring resistances, you can deal up to 36+5+32= 73 damage and if target is under half cover, use the other wand to deal up to 70 damage while ignoring it.
This is without any cost other than summoning the turrets which last 10 minutes.
Alternatively, they can use Fireball and deal 8d6 +2 ignoring half cover in addition to the 4d8 force damage on survivors.
That's up to 46+2+32= 80 damage ignoring half cover.
Or is it that you guys forgot the Prototype wand only gives the bonus to the single assigned cantrip while the Enhanced Wand gives it to every spell you cast? Their effects are incompatible.
Their effects are actually quite synergistic. Artillerists can use wands as a spell focus for casting spells, including the Prototype Wand.
So if Artillerist has an Enhanced Prototype Wand, it can give +1/+2 to attack rolls for any spell using the wand as a spell focus due to it being Enhanced...
Or it can give +1 / +2 to attacks with the cantrip(s) within the Prototype Wand (due to it being Enhanced) and then deal + Int Modifier (Prototype) to damage.
Nothing in the text for the Wand Prototype does it say that the Wand Prototype can be used as a spellcasting focus. The Wand Prototype is just like a Wand of Fireballs or Wand of Magic Missile, it can only cast the single cantrip that is invest in it (or 2 cantrips if you are 14th level or higher).
Call me crazy, but I don't believe there's any rule against wielding more than wand at a time. So while the Prototype wand could not be infused with the Enhanced Wand infusion, you could infuse a separate wand with Enhanced Wand. Also, Enhanced Wand says you get the bonus to spell attack rolls while holding the wand. So you could have the Enhanced Wand in one hand and still get the bonus when casting a spell attack cantrip from your Prototype Wand in the other hand.
Also, having a +2 to spell attack rolls is akin to the archery fighting style. But for spell attacks, obviously.
Now I have this crazy visual of a gnome artificer firing off lightning bolts from an enhanced wand of lightning bolts, then turning around and using their prototype wand to taser an ambusher with shocking grasp.
Edited for formatting.
Your logic is incorrect. You are casting spells through the wand or are stored in the wand. You can't cast a spell through one wand and through another to receive additional bonuses. So, you only received the +1/+2 to spell attack rolls that are cast through the Enhanced Wand or Wand of the War Mage. The wand allows the player to focus the power through the wand. With that being said, you CANNOT use the Enhanced Wand to give an spell attack roll bonus for the cantrip that have been invested into the Wand Prototype. They are 2 completely different types wands.
Also, it is true that there is nothing in the rules that says you can dual wield 2 wands.
Call me crazy, but I don't believe there's any rule against wielding more than wand at a time. So while the Prototype wand could not be infused with the Enhanced Wand infusion, you could infuse a separate wand with Enhanced Wand. Also, Enhanced Wand says you get the bonus to spell attack rolls while holding the wand. So you could have the Enhanced Wand in one hand and still get the bonus when casting a spell attack cantrip from your Prototype Wand in the other hand.
Also, having a +2 to spell attack rolls is akin to the archery fighting style. But for spell attacks, obviously.
Now I have this crazy visual of a gnome artificer firing off lightning bolts from an enhanced wand of lightning bolts, then turning around and using their prototype wand to taser an ambusher with shocking grasp.
Edited for formatting.
Your logic is incorrect. You are casting spells through the wand or are stored in the wand. You can't cast a spell through one wand and through another to receive additional bonuses. So, you only received the +1/+2 to spell attack rolls that are cast through the Enhanced Wand or Wand of the War Mage. The wand allows the player to focus the power through the wand. With that being said, you CANNOT use the Enhanced Wand to give an spell attack roll bonus for the cantrip that have been invested into the Wand Prototype. They are 2 completely different types wands.
Also, it is true that there is nothing in the rules that says you can dual wield 2 wands.
You're right. They are two completely different wands. The Enhanced Wand infusion states: "While holding this wand, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack." Nothing in the infusion's description says you have to cast the spell-attack spell with/through the wand to receive the bonus to spell attack rolls, just that you have to be holding the wand to gain the bonus. So if you're holding a wand with the Enhanced Wand infusion or a Wand of the War Mage in one hand and in your other hand you're casting a spell-attack cantrip through your Wand Prototype, you would get the bonus to spell attack rolls.
Addendum: it occurred to me that my visual of the gnome artificer would be incorrect as you could not infuse a wand of lightning bolts with Enhanced Wand as infusions only work on nonmagical items. Same reason why you couldn't infuse your Wand Prototype with Enhanced Wand because your Wand Prototype is already a magic item after using the feature to make one.
I'm sure the number of posts I've made in this forum in such a short amount of time has gotten annoying. For that I apologize; I'm just really excited about this class and have thoughts to share.
I had an idea on how to go about increasing the number of attunements the artificer could have without making it be the class's capstone ability. There should a class feature at level 7 that makes the number of attuned items equal to your proficiency bonus. I first wanted this feature to come in at level 15 as your proficiency bonus at that level is 5, so suddenly you'd have not one but two more magic items you can attune to as a nice surprise, with yet another magic item attunement available just two levels later. Then I thought about the culture shock of suddenly having three more magic items to attune to in just 3 levels, so I decided to bake it into the artificer's "The Right Cantrip for the Job" feature at level 10, renaming the feature in the process to "The Right Tool for the Job" to better fit the feature's design intent. Less of a shock as you gradually increase your number of attunements (proficiency bonus at level 10 is 4) while you level in the class. I'm pushing for level 7 now because levels 7 and 15 are considered to be dead levels for the class, their only increases at those levels being one more highest-level spell slot and one more infusion known. Level 11 is a close contender for a dead level, too, as it's like levels 7 and 15 with the additional increase of one more item the artificer can infuse. I believe having the feature come in at level 7 would facilitate more multiclassing combinations. I just wish I had a snappier name for the feature, which to be honest is probably more reason to bake it into the level 10 feature.
Obviously, a feature like this would take away from the current iteration of the class's capstone ability. And I've already thought of a solution to it, one that I think also addresses giving the artificer access to spells higher than fifth level. Do whatever you want about the +1 bonus to all saving throws per magic item you are currently attuned to, personally I like it and want to keep it. I believe that whatever ends up in the "Soul of Artifice" feature, it should also have you choose four spells from any spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. These spells you could cast once per long rest without expending a spell slot, pretty much like the warlock's "Mystic Arcanum" feature. Choosing from any class's spell list this way may seem overpowered, but I would argue that it's no different from the bard's baseline "Magical Secrets" feature. If choosing from any list still rubs you the wrong way, feel free to narrow down the selection as you see fit. Hell, you could even come up with a list of spells at those levels the artificer could specifically choose from for this feature, again much like how the warlock's "Mystic Arcanum" feature does.
Thank you again for bearing witness to my thoughts. I'm gonna go sleep now.
We are always happy to have new ideas no issue with overposting.
I do think Superior Attunement could go to level 7 but I do see an issue as at level 7 your Proficiency is actually +3 so it does nothing on that level for a pure Artificer. I think 10 is just a perfect slot for the feature (Especially as I don't much like Right Cantrip for the Job at level 10 itself), and 15 for the ramp to 5 and 20 for the ramp to 6 and Saving throw bonus. It seems quite in line with the power of core capstones, doesn't need that much more power.
I do agree with others that the best solution for 7, 11 and 15 is moving the Infusion level requirements form 4, 8, 12 & 16 to 4, 7, 11 & 15, with Superior Attunement for 15th also.
While I am not super in favor of High level Artificer spells (maybe in a subclass) I would make this one change to your idea: Learn 1 spell of each level from any class, but only get one use of that "Mystic Arcanum", casting whichever spell you choose at its lowest level.
Currently, a 14th level Artillerist focused exclusively on damage can deal.
Poison Spray 3d12 = 3 > 36
+5 (Int Mod) Or +2 (ignores Half-Cover)
4d8 Force Damage as a bonus action with 2 turrets = 4 > 32
Ignoring resistances, you can deal up to 36+5+32= 73 damage and if target is under half cover, use the other wand to deal up to 70 damage while ignoring it.
This is without any cost other than summoning the turrets which last 10 minutes.
Alternatively, they can use Fireball and deal 8d6 +2 ignoring half cover in addition to the 4d8 force damage on survivors.
That's up to 46+2+32= 80 damage ignoring half cover.
Or is it that you guys forgot the Prototype wand only gives the bonus to the single assigned cantrip while the Enhanced Wand gives it to every spell you cast? Their effects are incompatible.
Their effects are actually quite synergistic. Artillerists can use wands as a spell focus for casting spells, including the Prototype Wand.
So if Artillerist has an Enhanced Prototype Wand, it can give +1/+2 to attack rolls for any spell using the wand as a spell focus due to it being Enhanced...
Or it can give +1 / +2 to attacks with the cantrip(s) within the Prototype Wand (due to it being Enhanced) and then deal + Int Modifier (Prototype) to damage.
Nothing in the text for the Wand Prototype does it say that the Wand Prototype can be used as a spellcasting focus. The Wand Prototype is just like a Wand of Fireballs or Wand of Magic Missile, it can only cast the single cantrip that is invest in it (or 2 cantrips if you are 14th level or higher).
Yes you can, it is part of Artillerist's Tools of the Trade, where it says you gain the ability to use rods, staves and wands as a spellcasting focus for your artificer spells and the prototype wand is a wand, so it can be used as a spellcasting focus for your artificer spells.
Currently, a 14th level Artillerist focused exclusively on damage can deal.
Poison Spray 3d12 = 3 > 36
+5 (Int Mod) Or (ignores Half-Cover)
4d8 Force Damage as a bonus action with 2 turrets = 4 > 32
Ignoring resistances, you can deal up to 36+5+32= 73 damage and if target is under half cover, use the other wand to deal up to 68 damage while ignoring it.
This is without any cost other than summoning the turrets which last 10 minutes.
Alternatively, they can use Fireball and deal 8d6 ignoring half cover in addition to the 4d8 force damage on survivors.
That's up to 46+32= 78 damage ignoring half cover.
Or is it that you guys forgot the Prototype wand only gives the bonus to the single assigned cantrip while the Enhanced Wand gives it to every spell you cast? Their effects are incompatible.
Your math is incorrect.
The Wand Prototype that has Poison Spray (saving throw spell) it can do....
Poison Spray 3d12 = 3 or 36 + INT mod so that can be a minimum of 4 (+1 INT) to 8 (+5 INT) points of damage and a max of 37 (+1 INT) or 41 (+5 INT).
For the Force Ballista turret (2d8) they have a max of 16 points of force damage or 32 point if the player rolls a crit. If 2 Force Ballista turrets are on the field those numbers are double. So, in a single turn with the best possible outcome the player can have....
36 Poison Damage + +5 INT mode + 64 Force Damage = 105 points of damage*
*This math shows target failed their saving throw for the poison spray and 2 crits were rolled for the turrets and the player rolling max damage on all the dice.
The Enhanced Wand can give the player a +1 or +2 to their spell attack rolls and allows them to ignore 1/2 cover.
In the case of a Fireball spell being cast, the max damage of the Fireball spell and the 2 turrrets would be 112 points of damage.
Math wasnt incorrect. I calculated the cantrip in two phases first the rolls 3d12 = max 36 then the maximun posible modifier +5 Int Mod. Then I calculated 2 turrets because a player can have up to 2 out at the same time so 4d8 = 32 force damage.
I DID however exclude critical hits from the calculation, which results in the additional 32 force damage in your calculation totaling 105 damage.
Fireball was wrong though as it should be 8d6 = 48 plus 2 plus 4d8 = 32 equaling 82 damage ignoring half cover. Or 114 with crits which as mentioned were not originally part of the calculation. Though it seems you miscalculated the +2 with the Fireball.
Currently, a 14th level Artillerist focused exclusively on damage can deal.
Poison Spray 3d12 = 3 > 36
+5 (Int Mod) Or +2 (ignores Half-Cover)
4d8 Force Damage as a bonus action with 2 turrets = 4 > 32
Ignoring resistances, you can deal up to 36+5+32= 73 damage and if target is under half cover, use the other wand to deal up to 70 damage while ignoring it.
This is without any cost other than summoning the turrets which last 10 minutes.
Alternatively, they can use Fireball and deal 8d6 +2 ignoring half cover in addition to the 4d8 force damage on survivors.
That's up to 46+2+32= 80 damage ignoring half cover.
Or is it that you guys forgot the Prototype wand only gives the bonus to the single assigned cantrip while the Enhanced Wand gives it to every spell you cast? Their effects are incompatible.
Their effects are actually quite synergistic. Artillerists can use wands as a spell focus for casting spells, including the Prototype Wand.
So if Artillerist has an Enhanced Prototype Wand, it can give +1/+2 to attack rolls for any spell using the wand as a spell focus due to it being Enhanced...
Or it can give +1 / +2 to attacks with the cantrip(s) within the Prototype Wand (due to it being Enhanced) and then deal + Int Modifier (Prototype) to damage.
Nothing in the text for the Wand Prototype does it say that the Wand Prototype can be used as a spellcasting focus. The Wand Prototype is just like a Wand of Fireballs or Wand of Magic Missile, it can only cast the single cantrip that is invest in it (or 2 cantrips if you are 14th level or higher).
Yes you can, it is part of Tools of the Trade, where it says you gain the ability to use rods, staves and wands as a spellcasting focus for your artificer spells and the prototype wand is a wand, so it can be used as a spellcasting focus for your artificer spells.
You guys misunderstood. The effects are incompatible as in exclusive. You use one wand for one thing and the other for something else, not because you can't do the same with the other wand but because it brings an exclusive benefit.
I did not meant you cannot use a wand to cast a spell because that is a subclass feature.
Yes you can, it is part of Tools of the Trade, where it says you gain the ability to use rods, staves and wands as a spellcasting focus for your artificer spells and the prototype wand is a wand, so it can be used as a spellcasting focus for your artificer spells.
You guys misunderstood. The effects are incompatible as in exclusive. You use one wand for one thing and the other for something else, not because you can't do the same with the other wand but because it brings an exclusive benefit.
I did not meant you cannot use a wand to cast a spell because that is a subclass feature.
Considering the Prototype Wand is a subclass feature for the same subclass that gets Tools of the Trade feature to use a wand as a spell focus... it does matter and it should be taken into account.
Tools Required You produce your artificer spell effects through your tools. You must have a spellcasting focus— specifically thieves’ tools or some kind of artisan’s tool—in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way. See chapter 5, “Equipment,” in the Player’s Handbook for descriptions of these tools. After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus
Thus your Replicated Wand (Enhanced Wand) can be used as your Arcane focus at the same time your are otherwise using it. This is part of the Artificer's CORE abilities.
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Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
Tools Required You produce your artificer spell effects through your tools. You must have a spellcasting focus— specifically thieves’ tools or some kind of artisan’s tool—in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way. See chapter 5, “Equipment,” in the Player’s Handbook for descriptions of these tools. After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus
Thus your Replicated Wand (Enhanced Wand) can be used as your Arcane focus at the same time your are otherwise using it. This is part of the Artificer's CORE abilities.
Agreed, the Enhanced Wand can be used as an spellcaster focus, but the Artillerist's Prototype wand can as well, since the Artillerist's Tools of the Trade says that they can use wands as a spell caster focus.
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Apologies. However, remaining reasoning stands.
Call me crazy, but I don't believe there's any rule against wielding more than wand at a time. So while the Prototype wand could not be infused with the Enhanced Wand infusion, you could infuse a separate wand with Enhanced Wand. Also, Enhanced Wand says you get the bonus to spell attack rolls while holding the wand. So you could have the Enhanced Wand in one hand and still get the bonus when casting a spell attack cantrip from your Prototype Wand in the other hand.
Also, having a +2 to spell attack rolls is akin to the archery fighting style. But for spell attacks, obviously.
Now I have this crazy visual of a gnome artificer firing off lightning bolts from an enhanced wand of lightning bolts, then turning around and using their prototype wand to taser an ambusher with shocking grasp.
Edited for formatting.
Good point dual wield wands! 100% agree now no change required. If you want shields etc then its your choice.
I still believe that the Improved Wand should be able to work with the Prototype Wand as the Prototype will only work for the Artificer and not others.
Hey, quick check-in regarding the addition of the two newest subclasses. Any updates from the D&D Beyond dev team?
Seeing as today is a national holiday in the USA, I'd say not yet. They have added some things (changes to the class and expanded the spell list) sub-classes are still on the way.
This was posted in the update Thread: https://www.dndbeyond.com/forums/dungeons-dragons-discussion/unearthed-arcana/39208-when-will-artificer-be-updated#c14
I hardly call that in depth. They are a better framework yes, but it's still by and large impractical to craft much beyond common items. At least for how most adventures I have played in or read, are structured.
Even as an alchemist, where they are quicker due to being consumables and due to my skills as a alchemist, I am not sure if I'll get to make something beyond uncommon.
I like Xanathar's rules conceptually, but the execution is poor. To me it feels like the intent was the true challenge is in acquiring the knowledge and materials, resulting in story and quest hooks (as opposed to the crafting in and of itself). I think if you do all that, the time to actually craft the thing should be generally insignificant, or it will provide an incredibly dull anticlimactic moment upon completing what I think of as the actual challenge.
To me it's like defeating the dragon, and there is an overly long timer on opening the chest, the reward for defeating the beast. Kinda like mobile elder scrolls lol.
A Homunculus can do a max of 12 points of acid damage starting at level 17 (unless it roles a crit at which case the damage increases to 18).
The Artillerist's Flamethrower turret can do a max of 8 points of fire damage (missed saving throw) and the Force Ballista turret can do a max of 16 points of force damage or 32 points of force damage if the player roles a crit.
With that being said, this is purely play test material. No one knows what the finished product looks like in the end. Just ensure to fill out the survey when it is released.
Your player's War Wizard/ Artificer (Artillerist) is using an overpowered wand.
The Artificer Infusion "Enhanced Wand" is essentially a "Wand of the War Mage" (DMG pg. 212). The Wand Prototype allows the player to put a cantrip into a nonmagical wand. If the cantrip that is placed in the wand deals damage it receives a bonus equal to the players INT mod (for only that particular cantrip).
So, by combining the Wand Prototype and the Enhanced Wand, you want to create a wand that can cast a damaging cantrip and receive a damage bonus = to their INT mod and gain a +1 or +2 attack bonus and ignore half cover.
Tell me how that isn't broken.
Let's not forget that only the Artificer can use the Wand Prototype, but anyone arcane spellcaster can use an Enhanced Wand.
Your math is incorrect.
The Wand Prototype that has Poison Spray (saving throw spell) it can do....
Poison Spray 3d12 = 3 or 36 + INT mod so that can be a minimum of 4 (+1 INT) to 8 (+5 INT) points of damage and a max of 37 (+1 INT) or 41 (+5 INT).
For the Force Ballista turret (2d8) they have a max of 16 points of force damage or 32 point if the player rolls a crit. If 2 Force Ballista turrets are on the field those numbers are double. So, in a single turn with the best possible outcome the player can have....
36 Poison Damage + +5 INT mode + 64 Force Damage = 105 points of damage*
*This math shows target failed their saving throw for the poison spray and 2 crits were rolled for the turrets and the player rolling max damage on all the dice.
The Enhanced Wand can give the player a +1 or +2 to their spell attack rolls and allows them to ignore 1/2 cover.
In the case of a Fireball spell being cast, the max damage of the Fireball spell and the 2 turrrets would be 112 points of damage.
Nothing in the text for the Wand Prototype does it say that the Wand Prototype can be used as a spellcasting focus. The Wand Prototype is just like a Wand of Fireballs or Wand of Magic Missile, it can only cast the single cantrip that is invest in it (or 2 cantrips if you are 14th level or higher).
Your logic is incorrect. You are casting spells through the wand or are stored in the wand. You can't cast a spell through one wand and through another to receive additional bonuses. So, you only received the +1/+2 to spell attack rolls that are cast through the Enhanced Wand or Wand of the War Mage. The wand allows the player to focus the power through the wand. With that being said, you CANNOT use the Enhanced Wand to give an spell attack roll bonus for the cantrip that have been invested into the Wand Prototype. They are 2 completely different types wands.
Also, it is true that there is nothing in the rules that says you can dual wield 2 wands.
You're right. They are two completely different wands. The Enhanced Wand infusion states: "While holding this wand, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack." Nothing in the infusion's description says you have to cast the spell-attack spell with/through the wand to receive the bonus to spell attack rolls, just that you have to be holding the wand to gain the bonus. So if you're holding a wand with the Enhanced Wand infusion or a Wand of the War Mage in one hand and in your other hand you're casting a spell-attack cantrip through your Wand Prototype, you would get the bonus to spell attack rolls.
Addendum: it occurred to me that my visual of the gnome artificer would be incorrect as you could not infuse a wand of lightning bolts with Enhanced Wand as infusions only work on nonmagical items. Same reason why you couldn't infuse your Wand Prototype with Enhanced Wand because your Wand Prototype is already a magic item after using the feature to make one.
Edited to include addendum, and for grammar.
I'm sure the number of posts I've made in this forum in such a short amount of time has gotten annoying. For that I apologize; I'm just really excited about this class and have thoughts to share.
I had an idea on how to go about increasing the number of attunements the artificer could have without making it be the class's capstone ability. There should a class feature at level 7 that makes the number of attuned items equal to your proficiency bonus. I first wanted this feature to come in at level 15 as your proficiency bonus at that level is 5, so suddenly you'd have not one but two more magic items you can attune to as a nice surprise, with yet another magic item attunement available just two levels later. Then I thought about the culture shock of suddenly having three more magic items to attune to in just 3 levels, so I decided to bake it into the artificer's "The Right Cantrip for the Job" feature at level 10, renaming the feature in the process to "The Right Tool for the Job" to better fit the feature's design intent. Less of a shock as you gradually increase your number of attunements (proficiency bonus at level 10 is 4) while you level in the class. I'm pushing for level 7 now because levels 7 and 15 are considered to be dead levels for the class, their only increases at those levels being one more highest-level spell slot and one more infusion known. Level 11 is a close contender for a dead level, too, as it's like levels 7 and 15 with the additional increase of one more item the artificer can infuse. I believe having the feature come in at level 7 would facilitate more multiclassing combinations. I just wish I had a snappier name for the feature, which to be honest is probably more reason to bake it into the level 10 feature.
Obviously, a feature like this would take away from the current iteration of the class's capstone ability. And I've already thought of a solution to it, one that I think also addresses giving the artificer access to spells higher than fifth level. Do whatever you want about the +1 bonus to all saving throws per magic item you are currently attuned to, personally I like it and want to keep it. I believe that whatever ends up in the "Soul of Artifice" feature, it should also have you choose four spells from any spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. These spells you could cast once per long rest without expending a spell slot, pretty much like the warlock's "Mystic Arcanum" feature. Choosing from any class's spell list this way may seem overpowered, but I would argue that it's no different from the bard's baseline "Magical Secrets" feature. If choosing from any list still rubs you the wrong way, feel free to narrow down the selection as you see fit. Hell, you could even come up with a list of spells at those levels the artificer could specifically choose from for this feature, again much like how the warlock's "Mystic Arcanum" feature does.
Thank you again for bearing witness to my thoughts. I'm gonna go sleep now.
Edited for grammar.
@derekleeketchum
We are always happy to have new ideas no issue with overposting.
I do think Superior Attunement could go to level 7 but I do see an issue as at level 7 your Proficiency is actually +3 so it does nothing on that level for a pure Artificer. I think 10 is just a perfect slot for the feature (Especially as I don't much like Right Cantrip for the Job at level 10 itself), and 15 for the ramp to 5 and 20 for the ramp to 6 and Saving throw bonus. It seems quite in line with the power of core capstones, doesn't need that much more power.
I do agree with others that the best solution for 7, 11 and 15 is moving the Infusion level requirements form 4, 8, 12 & 16 to 4, 7, 11 & 15, with Superior Attunement for 15th also.
While I am not super in favor of High level Artificer spells (maybe in a subclass) I would make this one change to your idea: Learn 1 spell of each level from any class, but only get one use of that "Mystic Arcanum", casting whichever spell you choose at its lowest level.
Yes you can, it is part of Artillerist's Tools of the Trade, where it says you gain the ability to use rods, staves and wands as a spellcasting focus for your artificer spells and the prototype wand is a wand, so it can be used as a spellcasting focus for your artificer spells.
Math wasnt incorrect. I calculated the cantrip in two phases first the rolls 3d12 = max 36 then the maximun posible modifier +5 Int Mod. Then I calculated 2 turrets because a player can have up to 2 out at the same time so 4d8 = 32 force damage.
I DID however exclude critical hits from the calculation, which results in the additional 32 force damage in your calculation totaling 105 damage.
Fireball was wrong though as it should be 8d6 = 48 plus 2 plus 4d8 = 32 equaling 82 damage ignoring half cover. Or 114 with crits which as mentioned were not originally part of the calculation. Though it seems you miscalculated the +2 with the Fireball.
You guys misunderstood. The effects are incompatible as in exclusive. You use one wand for one thing and the other for something else, not because you can't do the same with the other wand but because it brings an exclusive benefit.
I did not meant you cannot use a wand to cast a spell because that is a subclass feature.
Considering the Prototype Wand is a subclass feature for the same subclass that gets Tools of the Trade feature to use a wand as a spell focus... it does matter and it should be taken into account.
Concerning Enhanced Wand:
Thus your Replicated Wand (Enhanced Wand) can be used as your Arcane focus at the same time your are otherwise using it. This is part of the Artificer's CORE abilities.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
Agreed, the Enhanced Wand can be used as an spellcaster focus, but the Artillerist's Prototype wand can as well, since the Artillerist's Tools of the Trade says that they can use wands as a spell caster focus.