Personally I don’t like where they are taking Artillerist and I don’t see how they could have read that from the feedback, I think Crawford is doing a bit too much projecting. They really should bring in one more subclass to focus on magic and not make it the same subclass that focuses on turrets. Besides that all sounds good.
Thanks, Arutha - a very interesting listen. Excited to see the next iteration, as I am very keen to see...
Alchemist as a healer (which is a challenge for a part caster + they seems far behind paladin at the moment) and without an homunculus - I actually don't mind the homunculus, but excited if the salves get worked into a class ability.
Artillerist with a caster focus & possibly carry-able turrets - the subclass isn't currently on my radar, but getting a G1 Megatron vibe. ^_^
I like that Jeremy stressed Battle Smith works just as well at range, too. I'm curious/concerned that archivist could be summed up as magical versatility, as I view the current build as 100% dedicated to Information Overload - including gobbling up spell slots for its Divine Smite style effect.
Also; you can only use each infusion once at a time?! I assumed you could just stick Enhanced Weapon on as many different weapons as level allows!
I think Jeremy's argument that the Battle Smith works just as well at range is a weak one considering all of the smite spells on the Battle Smith list can be used with melee weapons while only two of them (branding smite at level 5, and banishing smite at level 17) can technically be used with ranged weapons.
These are the spells that a Battle Smith can use together with weapon attacks: 1st level: absorb elements* (melee), arcane weapon (all), searing smite** (melee) 2nd level: branding smite** (all), magic weapon (all) 3rd level: blinding smite** (melee), elemental weapon (all), flame arrows* (ranged) 4th level: staggering smite** (melee) 5th level: banishing smite** (all) * = from the Elemental Evil Player's Companion ** = from the subclass spell list
Having just the class rules and the PHB available, a Battle Smith has access to eight spells that affect melee weapons (three baseline and all five subclass spells), and only 5 spells that affect ranged weapons (three baseline and only two subclass spells). Maybe that isn't heavily balanced towards melee weapons but you certainly cannot say that they don't have more options than ranged weapons do with this subclass. I think a way to facilitate more usage of ranged weapons with the class would be to replace certain spells on the Battle Smith spell list:
searing smite with ensnaring strike
aura of vitality with lightning arrow or conjure barrage
mass cure wounds with swift quiver or conjure volley
This way, ranged weapons also get five subclass spells to use. Although personally, I say let the Battle Smith be the melee weapon class because the Artillerist makes way more sense as the ranged weapon class than as the wand-using class.
I was wondering what people would think of a new Artificer spell that would allow the Artificer to transform one of his active Infusions into a different one that s/he knows. The casting time would be 1 Action and would last 1 mnutes, Concentration.
I'd make it a 1st or maybe a 2nd level spell, and by expending higher level slots, you could us it on you higher level Infusions as they become available. The details of such a spell would have to be worked out.
Also, what do people think of adding Booming Blade & Green-flame blade to the Artificers lest of cantrips?
BB and GFB Cantrips I think yes but could even be left for a melee Weapon subclass in the future.
For the Spell idea I am not sure as it is a spell that effects a class feature, not sure that has ever been done before, eg what happens if a Bard takes it through Magical Secrets? I think either a flexi Infusion that costs spell slots to activate for X minutes or most likely another subclass feature on a different Infusion master subclass.
There is a lot of options for subclasses for this class, I guess partly because each gets so few features, like one fun thing per subclass is enough.
Yeah it's not as much the lack of damage cap, as the fact that the Manifest Mind is immune to damage and can spam Information Overload endlessly anywhere within 300ft of the archivist's hidden body.
That doesn't really bother me that much. 300 feet is relatively close and "hiding" your body limits a lot of what else you can do. So yes you gain some advantages, but at the cost of spamming a 1d8 to 4d8 "Save or no damage" feature or expending slots to make it deal more damage? Is it powerful? Yes. Overpowered? I don't believe so.
And though it is immune to damage it isn't immune to magical effects such as Antimagic Zones or Dispel Magic.
You also need to see the target creature within 5 ft of the manifested mind. I would say it's up to your DM to rule if you could reasonably see a target 300 ft away in order to use information overload on it.
Also, couldn't a creature simply just run away from the manifested mind? It's not like the manifested mind could make an opportunity attack, and as written it can only move up to 30 ft using your bonus action. So a creature with a speed of 30 ft could move and Dash away from a manifested mind and be fine as long as they kept out of the manifested mind's information overload range. Sounds balanced to me.
Not 100% true, the target has to be a creature within 5 feet of the manifested mind and one creature you or your mind can see. So as long as the manifested mind can see the creature within 5 feet of it, you can information overload it.
That is a good read but I agree with derekleeketchum the main counter is then just stay 35ft away and hunt down the Artificer. I just hate the whole delivery, and only borderline on the concept, of the Archivist. 30ft using a BA and MA Attack is just so meh.
Should at least be MA move 30ft and then if in melee range then can Overload(Or Overload has 30ft range) And further “dash” using BA. But can only stay in line of sight, or 1 round out of sight? Or better yet nerf the damage to BA standards.
Huh. So I was reading thru the archivist and I noticed that the information overload feature doesn't have a cap on the amount of extra damage it can deal. I'm having difficulty believing this was left in intentionally because then that would mean RAW an archivist 3/fullcaster 15 could spend a 9th-level spell slot to deal an extra 10d8 psychic damage with information overload @_@
It is actually more than that. The damage from the spell is 10d8, but that is extra damage in addition to the 4d8 that the information overload already potentially causes. So 14d8 total, and requires a second intelligence save or be stunned. That seems like a lot initially, until you start looking at the cost. For one, Information Overload is a "Save or Die" type spell... Meaning if they make their Intelligence Save, that 14d8 damage goes down to 0, no half save. Additionally, what other things could you do with a 9th level spell?
The most obvious comparison is Psychic Scream. While Information Overload does deal more damage (14d8 compared to 14d6), Information Overload only targets one creature... while Psychic Scream targets ten creatures. Additionally, Psychic Scream is a Save for half damage spell and also includes the second intelligence save or be stunned for all ten creatures... Except Psychic Scream's stun lasts until the creature successfully makes a save, while Information Overload is only one turn.
So as a "9th level Spell" Information overload is underwhelming compared to Psychic Scream and I wouldn't really say it is overpowered. It is actually much better as a 1st level spell. At that point it is 6d8 Psychic + Stun. You're much more likely to use it that way and leave the higher spell slots for better spells.
Slightly late on the reply, but the math here is a little off. Information Overload base damage increase with Artificer level. So it would be 1d8 for a 3rd level Archivist.
Full artificer can do: 4d8[BASE] + 2d8[SMITEBASE] + 5d8[SPELLSLOT] = 11d8
Artificer 17 + Full Caster 3 can do: 4d8[BASE] + 2d8[SMITEBASE] + 6d8[SPELLSLOT] = 12d8
Artificer 3 + Full Caster 15 can do: 1d8[BASE] + 2d8[SMITEBASE] + 9d8[SPELLSLOT] = 12d8
So where you're gaining in slot levels, you're mostly losing in base damage.
Not a huge difference
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Huh. So I was reading thru the archivist and I noticed that the information overload feature doesn't have a cap on the amount of extra damage it can deal. I'm having difficulty believing this was left in intentionally because then that would mean RAW an archivist 3/fullcaster 15 could spend a 9th-level spell slot to deal an extra 10d8 psychic damage with information overload @_@
It is actually more than that. The damage from the spell is 10d8, but that is extra damage in addition to the 4d8 that the information overload already potentially causes. So 14d8 total, and requires a second intelligence save or be stunned. That seems like a lot initially, until you start looking at the cost. For one, Information Overload is a "Save or Die" type spell... Meaning if they make their Intelligence Save, that 14d8 damage goes down to 0, no half save. Additionally, what other things could you do with a 9th level spell?
The most obvious comparison is Psychic Scream. While Information Overload does deal more damage (14d8 compared to 14d6), Information Overload only targets one creature... while Psychic Scream targets ten creatures. Additionally, Psychic Scream is a Save for half damage spell and also includes the second intelligence save or be stunned for all ten creatures... Except Psychic Scream's stun lasts until the creature successfully makes a save, while Information Overload is only one turn.
So as a "9th level Spell" Information overload is underwhelming compared to Psychic Scream and I wouldn't really say it is overpowered. It is actually much better as a 1st level spell. At that point it is 6d8 Psychic + Stun. You're much more likely to use it that way and leave the higher spell slots for better spells.
Slightly late on the reply, but the math here is a little off. Information Overload base damage increase with Artificer level. So it would be 1d8 for a 3rd level Archivist.
Full artificer can do: 4d8[BASE] + 2d8[SMITEBASE] + 5d8[SPELLSLOT] = 11d8
Artificer 17 + Full Caster 3 can do: 4d8[BASE] + 2d8[SMITEBASE] + 6d8[SPELLSLOT] = 12d8
Artificer 3 + Full Caster 15 can do: 1d8[BASE] + 2d8[SMITEBASE] + 9d8[SPELLSLOT] = 12d8
So where you're gaining in slot levels, you're mostly losing in base damage.
Booming Blade and Green Flame Blade would be good for the Battle Smith. Not great, just good. The main reason is past level 5 it would be better to Arcane Weapon and use the Arcane Armaments for additional attacks.
Though if the rumor if them moving Arcane Armaments out of the main class and into a subclass are true that would change.
I was hoping they'd switch out the Iron Defender for a suit of arcano-magical armor for the Battle Smith.
As it is, giving the battle smith all those smites is a waste in my opinion. Odds are you won't waste bonus actions on them. You'd probably use them on your Iron Defender. I'd much rather have seen the Battle Smith get the Shield spell.
I don't mind the Iron Defender, I find it more useful than the Mechanical Servant from the 2017 UA Artifcier and the Alchemist's Alchemical Homunculus. I think it just needs some tweaking. As for the arcano-magical armor I would like to see something like that replace Arcane Armament. I mean Artificer's invent and build things. I would want some armor to protect me if something goes wrong.
I think the smite spells should be replaced. Give the Battle Smith the ability to craft oils that they apply to their weapons (melee and ranged) that has similar properties as smite spells. In order for the oils to work, the player will need to coat their weapon or ammunition with one of the oils and when they want to use the effects of the potion they would have to channel some of they arcane powers into the weapon. This will then activate the oil on the weapon or ammunition. The oils on a melee weapon would last for 1 minute or until they hit a target and then the effects are gone. In the case of ammunition for ranged weapons they player can only apply the oil to 3 pieces of ammunition and like melee weapons the oil would only last for a minute.
As it is, giving the battle smith all those smites is a waste in my opinion. Odds are you won't waste bonus actions on them. You'd probably use them on your Iron Defender. I'd much rather have seen the Battle Smith get the Shield spell.
I definitely agree here. I can't see using any low level smite over arcane weapon and iron defender combo.
I agree but also, Branding and Blind Smite do RADIANT damage. I thought you have to be associated with the divine to be able to use radiant damage. It is true that the wizard can use spells that deal with radiant damage (Dawn (5th level), Sunbeam (6th level), Sunburst (8th level)), but that is at higher levels. The Artificer isn't a divine class and the Battle Smith isn't a divine subclass.
As it is, giving the battle smith all those smites is a waste in my opinion. Odds are you won't waste bonus actions on them. You'd probably use them on your Iron Defender. I'd much rather have seen the Battle Smith get the Shield spell.
I definitely agree here. I can't see using any low level smite over arcane weapon and iron defender combo.
I think it is always important to have options, and though you can't stack Arcane Weapon and the smites due to concentration, I could see where you might want the secondary effect that the smite grants. Additionally, at least if you use the bonus action for something other than the Iron Defender it auto-dodges.
I see the Battle Smith as an Army Medic or Navy Corpsman. I think the Battle Smith spells should go away and replaced with some sort of oils that they craft that have similar effects as the smite spells and the ability to craft bandages (like Quik-Clot bandages) that they can apply to the wounded to have similar effect to the Cure Wounds Spell.
Personally I don’t like where they are taking Artillerist and I don’t see how they could have read that from the feedback, I think Crawford is doing a bit too much projecting. They really should bring in one more subclass to focus on magic and not make it the same subclass that focuses on turrets. Besides that all sounds good.
Thanks, Arutha - a very interesting listen. Excited to see the next iteration, as I am very keen to see...
Alchemist as a healer (which is a challenge for a part caster + they seems far behind paladin at the moment) and without an homunculus - I actually don't mind the homunculus, but excited if the salves get worked into a class ability.
Artillerist with a caster focus & possibly carry-able turrets - the subclass isn't currently on my radar, but getting a G1 Megatron vibe. ^_^
I like that Jeremy stressed Battle Smith works just as well at range, too. I'm curious/concerned that archivist could be summed up as magical versatility, as I view the current build as 100% dedicated to Information Overload - including gobbling up spell slots for its Divine Smite style effect.
Also; you can only use each infusion once at a time?! I assumed you could just stick Enhanced Weapon on as many different weapons as level allows!
I think Jeremy's argument that the Battle Smith works just as well at range is a weak one considering all of the smite spells on the Battle Smith list can be used with melee weapons while only two of them (branding smite at level 5, and banishing smite at level 17) can technically be used with ranged weapons.
These are the spells that a Battle Smith can use together with weapon attacks: 1st level: absorb elements* (melee), arcane weapon (all), searing smite** (melee) 2nd level: branding smite** (all), magic weapon (all) 3rd level: blinding smite** (melee), elemental weapon (all), flame arrows* (ranged) 4th level: staggering smite** (melee) 5th level: banishing smite** (all) * = from the Elemental Evil Player's Companion ** = from the subclass spell list
Having just the class rules and the PHB available, a Battle Smith has access to eight spells that affect melee weapons (three baseline and all five subclass spells), and only 5 spells that affect ranged weapons (three baseline and only two subclass spells). Maybe that isn't heavily balanced towards melee weapons but you certainly cannot say that they don't have more options than ranged weapons do with this subclass. I think a way to facilitate more usage of ranged weapons with the class would be to replace certain spells on the Battle Smith spell list:
searing smite with ensnaring strike
aura of vitality with lightning arrow or conjure barrage
mass cure wounds with swift quiver or conjure volley
This way, ranged weapons also get five subclass spells to use. Although personally, I say let the Battle Smith be the melee weapon class because the Artillerist makes way more sense as the ranged weapon class than as the wand-using class.
Get rid of the Battle Smith spell list period. I mentioned in a previous post that I see the Battle Smith as an Army Medic or Navy Corpsman. So, with that being said, give the Battle Smith the ability to craft oils that can be applied to melee and ranged weapons equally, but have similar effects as those found in smite spells. Also, if the Battle Smith the ability to craft bandages (like Quik-Clot bandages) that have similar effects as the Cure Wounds spell.
I think Jeremy's argument that the Battle Smith works just as well at range is a weak one considering all of the smite spells on the Battle Smith list can be used with melee weapons while only two of them (branding smite at level 5, and banishing smite at level 17) can technically be used with ranged weapons.
These are the spells that a Battle Smith can use together with weapon attacks: 1st level: absorb elements* (melee), arcane weapon (all), searing smite** (melee) 2nd level: branding smite** (all), magic weapon (all) 3rd level: blinding smite** (melee), elemental weapon (all), flame arrows* (ranged) 4th level: staggering smite** (melee) 5th level: banishing smite** (all) * = from the Elemental Evil Player's Companion ** = from the subclass spell list
Having just the class rules and the PHB available, a Battle Smith has access to eight spells that affect melee weapons (three baseline and all five subclass spells), and only 5 spells that affect ranged weapons (three baseline and only two subclass spells). Maybe that isn't heavily balanced towards melee weapons but you certainly cannot say that they don't have more options than ranged weapons do with this subclass. I think a way to facilitate more usage of ranged weapons with the class would be to replace certain spells on the Battle Smith spell list:
searing smite with ensnaring strike
aura of vitality with lightning arrow or conjure barrage
mass cure wounds with swift quiver or conjure volley
I definitely agree with replacing searing smite with ensnaring strike. Different damage type than [Tooltip Not Found], good at range, and controls battlefield.
I was hoping they'd switch out the Iron Defender for a suit of arcano-magical armor for the Battle Smith.
As it is, giving the battle smith all those smites is a waste in my opinion. Odds are you won't waste bonus actions on them. You'd probably use them on your Iron Defender. I'd much rather have seen the Battle Smith get the Shield spell.
I don't mind the Iron Defender, I find it more useful than the Mechanical Servant from the 2017 UA Artifcier and the Alchemist's Alchemical Homunculus. I think it just needs some tweaking. As for the arcano-magical armor I would like to see something like that replace Arcane Armament. I mean Artificer's invent and build things. I would want some armor to protect me if something goes wrong.
I think the smite spells should be replaced. Give the Battle Smith the ability to craft oils that they apply to their weapons (melee and ranged) that has similar properties as smite spells. In order for the oils to work, the player will need to coat their weapon or ammunition with one of the oils and when they want to use the effects of the potion they would have to channel some of they arcane powers into the weapon. This will then activate the oil on the weapon or ammunition. The oils on a melee weapon would last for 1 minute or until they hit a target and then the effects are gone. In the case of ammunition for ranged weapons they player can only apply the oil to 3 pieces of ammunition and like melee weapons the oil would only last for a minute.
I definitely agree here. I can't see using any low level smite over arcane weapon and iron defender combo.
I agree but also, Branding and Blind Smite do RADIANT damage. I thought you have to be associated with the divine to be able to use radiant damage. It is true that the wizard can use spells that deal with radiant damage (Dawn (5th level), Sunbeam (6th level), Sunburst (8th level)), but that is at higher levels. The Artificer isn't a divine class and the Battle Smith isn't a divine subclass.
I think it is always important to have options, and though you can't stack Arcane Weapon and the smites due to concentration, I could see where you might want the secondary effect that the smite grants. Additionally, at least if you use the bonus action for something other than the Iron Defender it auto-dodges.
I see the Battle Smith as an Army Medic or Navy Corpsman. I think the Battle Smith spells should go away and replaced with some sort of oils that they craft that have similar effects as the smite spells and the ability to craft bandages (like Quik-Clot bandages) that they can apply to the wounded to have similar effect to the Cure Wounds Spell.
I actually like the idea of arcanomechanical armor replacing arcane armament.
Oils is a bit of a weird side step. It doesn't really match what other subclasses are doing. Plus, with magic of creation, you can flavor your spells as oil already.
I gave branding smite and blinding smite credit for their different damage types in a previous comment. But branding smite kind of loses functionally to faerie fire.
You also need to see the target creature within 5 ft of the manifested mind. I would say it's up to your DM to rule if you could reasonably see a target 300 ft away in order to use information overload on it.
Also, couldn't a creature simply just run away from the manifested mind? It's not like the manifested mind could make an opportunity attack, and as written it can only move up to 30 ft using your bonus action. So a creature with a speed of 30 ft could move and Dash away from a manifested mind and be fine as long as they kept out of the manifested mind's information overload range. Sounds balanced to me.
You can telepathically pilot the mind and mind blast things remotely and yes, your target can run away but if the only viable counter is retreat, I think that's pretty unbalanced.
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
Dispel Magic will end the manifested mind, high intelligence creatures will save a majority of the time (It is a save for no damage, not half damage), just off the top of my head.
Also, and this is just my personal opinion, but I think it is a rather boring ability. I try to mix up my turns so I don't get bored, and if I am a spell caster I try to mix up Saves vs Spell Attacks. Mostly because I like rolling dice. I would get bored quickly of my entire turn spent on the Manifest mind. Bonus Action move ... Bonus action Information Overload... Letting the DM roll a save for no damage. Move and turn is over.
So personally I think a majority of people won't abuse it. Those that do are probably power gamers and min-maxers, and at that point the GM probably knows that is what they are and there are plenty of counters for it.
Dispel Magic will end the manifested mind, high intelligence creatures will save a majority of the time (It is a save for no damage, not half damage), just off the top of my head.
Also, and this is just my personal opinion, but I think it is a rather boring ability. I try to mix up my turns so I don't get bored, and if I am a spell caster I try to mix up Saves vs Spell Attacks. Mostly because I like rolling dice. I would get bored quickly of my entire turn spent on the Manifest mind. Bonus Action move ... Bonus action Information Overload... Letting the DM roll a save for no damage. Move and turn is over.
So personally I think a majority of people won't abuse it. Those that do are probably power gamers and min-maxers, and at that point the GM probably knows that is what they are and there are plenty of counters for it.
Does Dispel Magic work on spell like abilities that are not spells?
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
I think Jeremy's argument that the Battle Smith works just as well at range is a weak one considering all of the smite spells on the Battle Smith list can be used with melee weapons while only two of them (branding smite at level 5, and banishing smite at level 17) can technically be used with ranged weapons.
These are the spells that a Battle Smith can use together with weapon attacks:
1st level: absorb elements* (melee), arcane weapon (all), searing smite** (melee)
2nd level: branding smite** (all), magic weapon (all)
3rd level: blinding smite** (melee), elemental weapon (all), flame arrows* (ranged)
4th level: staggering smite** (melee)
5th level: banishing smite** (all)
* = from the Elemental Evil Player's Companion
** = from the subclass spell list
Having just the class rules and the PHB available, a Battle Smith has access to eight spells that affect melee weapons (three baseline and all five subclass spells), and only 5 spells that affect ranged weapons (three baseline and only two subclass spells). Maybe that isn't heavily balanced towards melee weapons but you certainly cannot say that they don't have more options than ranged weapons do with this subclass. I think a way to facilitate more usage of ranged weapons with the class would be to replace certain spells on the Battle Smith spell list:
This way, ranged weapons also get five subclass spells to use. Although personally, I say let the Battle Smith be the melee weapon class because the Artillerist makes way more sense as the ranged weapon class than as the wand-using class.
Agreed, it is definitely a melee focused subclass with the ability to go range if it needs to...
BB and GFB Cantrips I think yes but could even be left for a melee Weapon subclass in the future.
For the Spell idea I am not sure as it is a spell that effects a class feature, not sure that has ever been done before, eg what happens if a Bard takes it through Magical Secrets? I think either a flexi Infusion that costs spell slots to activate for X minutes or most likely another subclass feature on a different Infusion master subclass.
There is a lot of options for subclasses for this class, I guess partly because each gets so few features, like one fun thing per subclass is enough.
That is a good read but I agree with derekleeketchum the main counter is then just stay 35ft away and hunt down the Artificer. I just hate the whole delivery, and only borderline on the concept, of the Archivist. 30ft using a BA and MA Attack is just so meh.
Should at least be MA move 30ft and then if in melee range then can Overload(Or Overload has 30ft range) And further “dash” using BA. But can only stay in line of sight, or 1 round out of sight? Or better yet nerf the damage to BA standards.
Slightly late on the reply, but the math here is a little off. Information Overload base damage increase with Artificer level. So it would be 1d8 for a 3rd level Archivist.
Full artificer can do: 4d8[BASE] + 2d8[SMITEBASE] + 5d8[SPELLSLOT] = 11d8
Artificer 17 + Full Caster 3 can do: 4d8[BASE] + 2d8[SMITEBASE] + 6d8[SPELLSLOT] = 12d8
Artificer 3 + Full Caster 15 can do: 1d8[BASE] + 2d8[SMITEBASE] + 9d8[SPELLSLOT] = 12d8
So where you're gaining in slot levels, you're mostly losing in base damage.
Not a huge difference
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You're right, though your math is also just off.
Full artificer: 4d8[base] + 2d8[1st level slot] + 4d8[per slot above 1st] = 10d8
Artificer 17 + Full Caster 3: 4d8[base] + 2d8[1st level slot] + 5d8[per slot above 1st] = 11d8
Artificer 3 + Full Caster 15: 1d8[base] + 2d8[1st level slot] + 8d8[per slot above 1st] = 11d8
Since we're already here and I'm curious:
Artificer 5 + Full Caster 14: 2d8[base] + 2d8[1st level slot] + 8d8[per slot above 1st] = 12d8
Artificer 11 + Full Caster 9: 3d8[base] + 2d8[1st level slot] + 7d8[per slot above 1st] = 12d8
Your point still stands, not a huge difference.
Yep, didn't have the features right in front of me, so was going on memory.
I have been thinking this for a while. All the SCAG cantrips would be a good fit for artificer.
Agreed. I really want to see the SCAG cantrips reprinted for use in an Eberron setting as well. This is the perfect opportunity to do so.
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Booming Blade and Green Flame Blade would be good for the Battle Smith. Not great, just good. The main reason is past level 5 it would be better to Arcane Weapon and use the Arcane Armaments for additional attacks.
Though if the rumor if them moving Arcane Armaments out of the main class and into a subclass are true that would change.
I think it would be good for subclasses who won't have Arcane Armament as JC has stated it will likely be moved into the Battle Smith.
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That is what I was getting at. If they move Arcane Armaments, then it will be worth including. If they keep it in the main class, not so much.
I don't mind the Iron Defender, I find it more useful than the Mechanical Servant from the 2017 UA Artifcier and the Alchemist's Alchemical Homunculus. I think it just needs some tweaking. As for the arcano-magical armor I would like to see something like that replace Arcane Armament. I mean Artificer's invent and build things. I would want some armor to protect me if something goes wrong.
I think the smite spells should be replaced. Give the Battle Smith the ability to craft oils that they apply to their weapons (melee and ranged) that has similar properties as smite spells. In order for the oils to work, the player will need to coat their weapon or ammunition with one of the oils and when they want to use the effects of the potion they would have to channel some of they arcane powers into the weapon. This will then activate the oil on the weapon or ammunition. The oils on a melee weapon would last for 1 minute or until they hit a target and then the effects are gone. In the case of ammunition for ranged weapons they player can only apply the oil to 3 pieces of ammunition and like melee weapons the oil would only last for a minute.
I agree but also, Branding and Blind Smite do RADIANT damage. I thought you have to be associated with the divine to be able to use radiant damage. It is true that the wizard can use spells that deal with radiant damage (Dawn (5th level), Sunbeam (6th level), Sunburst (8th level)), but that is at higher levels. The Artificer isn't a divine class and the Battle Smith isn't a divine subclass.
I see the Battle Smith as an Army Medic or Navy Corpsman. I think the Battle Smith spells should go away and replaced with some sort of oils that they craft that have similar effects as the smite spells and the ability to craft bandages (like Quik-Clot bandages) that they can apply to the wounded to have similar effect to the Cure Wounds Spell.
Get rid of the Battle Smith spell list period. I mentioned in a previous post that I see the Battle Smith as an Army Medic or Navy Corpsman. So, with that being said, give the Battle Smith the ability to craft oils that can be applied to melee and ranged weapons equally, but have similar effects as those found in smite spells. Also, if the Battle Smith the ability to craft bandages (like Quik-Clot bandages) that have similar effects as the Cure Wounds spell.
I definitely agree with replacing searing smite with ensnaring strike. Different damage type than [Tooltip Not Found], good at range, and controls battlefield.
Aura of vitality and mass cure wounds should stay battle smith spells, but lightning arrow and possibly swift quiver should be base artificer spells.
I actually like the idea of arcanomechanical armor replacing arcane armament.
Oils is a bit of a weird side step. It doesn't really match what other subclasses are doing. Plus, with magic of creation, you can flavor your spells as oil already.
I gave branding smite and blinding smite credit for their different damage types in a previous comment. But branding smite kind of loses functionally to faerie fire.
Oils are just descriptive text. You can have your spells appears as you, and your DM, want them too. It one of the tings I love about the artificer.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
You can telepathically pilot the mind and mind blast things remotely and yes, your target can run away but if the only viable counter is retreat, I think that's pretty unbalanced.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
I don't think it is the only viable counter.
Dispel Magic will end the manifested mind, high intelligence creatures will save a majority of the time (It is a save for no damage, not half damage), just off the top of my head.
Also, and this is just my personal opinion, but I think it is a rather boring ability. I try to mix up my turns so I don't get bored, and if I am a spell caster I try to mix up Saves vs Spell Attacks. Mostly because I like rolling dice. I would get bored quickly of my entire turn spent on the Manifest mind. Bonus Action move ... Bonus action Information Overload... Letting the DM roll a save for no damage. Move and turn is over.
So personally I think a majority of people won't abuse it. Those that do are probably power gamers and min-maxers, and at that point the GM probably knows that is what they are and there are plenty of counters for it.
Does Dispel Magic work on spell like abilities that are not spells?
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
It works on magical effects, of which the Manifest Mind is one.