so basically you are asking the artillerist to be as strong as a fighter all the while having all utility. At that point im asking.. Wouldnt that be making the fighter obsolete because artillerist are better ?
Two turrets that can literally flank a group of creature as well as an artificer able to cantrip... Thats a lot of versatility already. Its like having 3 people on the battlefield. Yet you think its not enough.
DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
You can only use the wand to produce the effects of a cantrip once on your turn, Arcane Armaments doesn't work with Wand Prototype.
Ooh. I missed that. So it would be 46 damage a turn. That does seem less good. Is there any more damaging basic attack than firebolt cantrip at 4d10 that could be doubled with the Arcane Armaments? I'm not thinking of any.
46 still feels like decent damage to me, though I've never gotten higher than level 12 in a campaign before so I'm not sure what level 20 damage normally is for other classes.
I do agree that theory crafting beyond level 14 is more an exercise in futility. Mostly because most campaigns end, one way or another, by that point. However, it is annoying that for an Artillerist the Wand Prototype and Arcane Armaments do not work well together.
so basically you are asking the artillerist to be as strong as a fighter all the while having all utility. At that point im asking.. Wouldnt that be making the fighter obsolete because artillerist are better ?
Two turrets that can literally flank a group of creature as well as an artificer able to cantrip... Thats a lot of versatility already. Its like having 3 people on the battlefield. Yet you think its not enough.
Flanking is an optional rule in 5e, and it doesn't apply to the turrets since turrets are objects and the rules on flanking states that:
Flanking on Squares. When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy's space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy.
When in doubt about whether two creatures flank an enemy on a grid, trace an imaginary line between the centers of the creatures' spaces. If the line passes through opposite sides or corners of the enemy's space, the enemy is flanked.
Essentially, the Turret can't benefit from Flanking, and it is up to the GM to interpret whether an object can be an "ally" when determining if the Turret can grant another creature flanking.
Wow... Ok i wasnt talking about flanking mechanics. You know the strategy that basically you circle your opponents. But ok.. If to you everything is mechanic.
Ps so you never use doors because there is no mechanics for it or use tables because there is no mechanics for em either... You know actual strategies.
Having 3 moving characters on stage is a lot of versatility including breaking exit doors and the likes.
DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
Well right now we are theory crafting, so all we can really discuss is the mechanical aspects of it. You used a term that references a mechanic within the game, so what am I supposed to do except assume that you were referencing that mechanic?
I do agree that the turrets can be used as a sort of Wall that can blockade exits and them being objects does have some interesting benefits that aren't explicitly stated (Their movement doesn't provoke opportunity attacks, many offensive spells can't target them, et cetera). But there are some hindrances that as well (flanking, many buff spells, sneak attack depending on your interpretation of 'ally', et cetera).
I plan to go Alchemist but I've got some questions on it.
The rules say:
Crafting. If you craft a magic item in the potion category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
In Xanathar's guide it has this table:
Magic Item Crafting Time and Cost
Item Rarity
Workweeks*
Cost*
Common
1
50 gp
Uncommon
2
200 gp
Rare
10
2,000 gp
Very rare
25
20,000 gp
Legendary
50
100,000 gp
So does that mean that crafting a legendary potion takes me roughly 12 weeks and 50,000 gold?
Or more accurately since I doubt I'll get past making rare potions, would making a rare one take me 2.5 weeks and 1,000 gold to make like a Potion of Invulnerability?
And do you think spending downtime to make potions is worth it? does the time and gold cost really justify it? Like a Superior Healing Potion is a rare item and costs I think 1350 gold usually, so that saves 350 gold on just buying one, but takes 2.5 weeks to make.
I wouldn't mind if the Artificer Alchemist had more stuff on actually making useful potions. Just to make a basic healing potion or poison is still a couple days and 25 gold. Instead all Alchemist seems to do is give you an (admittedly cool) familiar-like pet and a couple kind of non-exciting bonuses to what your potions you make actually do, and gives you some resistance to poison. Making Alchemist a pretty weak support character focusing mostly on base Artificer abilities, spells, and some weak support abilities that will pale in comparison to other support classes builds.
I wouldn't mind some kind of Alchemist ability that lets you make 1 potion over a long rest that at level 3 is common, then goes up to uncommon at level 6, rare at level 12, very rare at level 16 and legendary at level 20. That's probably OP and could be reworked. Maybe you need to make the potion normally for the time and gold the first time, then once you've made it once you can replicate it quickly (but it still has the gold cost due to needing to buy the ingredients).
Edit: I was thinking something like this:
Alchemy Master Starting when you chose this subclass at level 3 you have begun to master the alchemical arts. If you craft a magic item in the potion category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. Once you craft a common potion this way once you may add it to your Potions Known. You are able to know a number of potions equal to your Intelligence Modifier. You may craft potions from this list during a long rest, though still at the half cost of gold for ingredients.
This feature increases to include uncommon potions at 6th level, rare potions at 12th level, very rare potions at 16th level, and legendary potions at 20th level.
When you gain a level in this class you may forget a potion from your Potions Known list to free up a space to learn a new potion.
(IE, you have already spent the two actions to summon the turrets)
i haven't noticed that until now. wow that is really throwing a wrench in the early rounds of combat especially since most fights last around 5 rounds.
they definitely have to make it like spiritual weapon BA placement+damage on first round. dunno if it should deploy both turrets at level 14+ by "wasting" 2 actions in the first rounds of combat is really annoing especially if you play with arcane weapon.
First round: MA deploy turret BA cast arcane weapon > no damage/support
Second round: MA deploy second turret BA both attack > some damage
Third round: now you can deal your full damage and most of your foes are already dead.
not to mention interrupting the setup for support spells like Aid, Dispel Magic, Enhance Ability, Enlarge/Reduce, Haste, Lesser Restoration or Shield of Faith (edit: is a BA but would still result in no to almost no damage).
I plan to go Alchemist but I've got some questions on it.
The rules say:
Crafting. If you craft a magic item in the potion category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
It is even less, because consumable items like potions or scrolls are already halved. So an alchemist's work week and cost total would actually look as follows:
Alchemist's (Non-Healing) Potion Crafting Time and Cost
ITEM RARITY
WORKWEEKS
COST
Common
5 hours
12 gp 5 sp
Uncommon
1 day 2 hours
50 gp
Rare
1 week 1 day 2 hours
500 gp
Very rare
3 weeks 5 hours
5,000 gp
Legendary
6 weeks 1 day 2 hours
25,000 gp
Alchemist's Potion of Healing Crafting Time and Cost
Type
Time
Cost
Healing
2 hours
12 gp 5 sp
Greater healing
10 hours
50 gp
Superior healing
3 days 6 hours
500 gp
Supreme healing
1 workweek
5,000 gp
The above calculations were determined using Xanathar's Guide to Everything's definition of a "workweek" and "workday". That is, a workweek is 5 days and a workday is 8 hours.
It is even less, because consumable items like potions or scrolls are already halved. So an alchemist's work week and cost total would actually look as follows:
Crafting a potion of healing in 2 hours and 12.5 GPs is not bad at all. You can make 4 in a normal workday for 50 GPs.
Furthermore, if you have the Many-Handed Pouch infused in all of your party's pocket, you can store up to 5 potions in that interdimensional space and everyone will have access as needed.
Crafting a potion of healing in 2 hours and 12.5 GPs is not bad at all. You can make 4 in a normal workday for 50 GPs.
Furthermore, if you have the Many-Handed Pouch infused in all of your party's pocket, you can store up to 5 potions in that interdimensional space and everyone will have access as needed.
#Genius
In Waterdeep: Dragon Heist, there's a store in Trollskull Alley that sells standard healing potions for 50gp a pop. If an artificer could create standard healing potions and sell them at that market price, that would be quite the pretty penny of profit per each. Depending on how long it takes for them to sell those potions, it wouldn't be hard to get a small team of employees and start supporting yourself with an aristocratic lifestyle.
Crafting a potion of healing in 2 hours and 12.5 GPs is not bad at all. You can make 4 in a normal workday for 50 GPs.
Furthermore, if you have the Many-Handed Pouch infused in all of your party's pocket, you can store up to 5 potions in that interdimensional space and everyone will have access as needed.
#Genius
In Waterdeep: Dragon Heist, there's a store in Trollskull Alley that sells standard healing potions for 50gp a pop. If an artificer could create standard healing potions and sell them at that market price, that would be quite the pretty penny of profit per each. Depending on how long it takes for them to sell those potions, it wouldn't be hard to get a small team of employees and start supporting yourself with an aristocratic lifestyle.
Ah, but little known to anyone, the owner of that shop is a Artificer (Alchemist). :)
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Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
So the Returning Weapon infusion. I'd like to infuse a crossbow/bolts so I can shoot a bolt, hit something, and it immediately returns to my artificer's hand. On a theoretical level, do you think that would mean I'd be infusing the crossbow or the bolt? I'm thinking the bolt. Given that at lower levels you can only have two infused items, that's up to two returning bolts. I love picturing this conversation in my head:
The sharpshooter removed his single silver-tipped bolt from a hip flask. He cocked the crossbow and took aim at the crocodile a football field away.
The young girl he had been hired to guide safely through the swampland was shocked. "My parents paid you 1000gp to take me safely, and the only weapon you have is a crossbow with a single bolt? How on earth do you think we'll make it out alive!?"
The sharpshooter didn't reply. He pulled the trigger and WHIZZ! The bolt lodged itself in the crocodile's skull. "I only need one bolt," he responded, turning to the girl and showing her the silver-tipped, bloody bolt that suddenly appeared in his hand. "Besides," he added, "I got my handaxe."
"How did you do that? Why do you keep it in a flask? What handaxe?"
"Too many questions, girl. Flask keeps the poison fresh."
RAW a crossbow bolt (Ammunition) or crossbow cannot be infused with the Returning Infusion since they are not a Simple or Martial Weapon with the thrown property.
That being said... Based on the rule of cool I would probably allow a crossbow bolt to be infused with the Returning Infusion.
RAW a crossbow bolt (Ammunition) or crossbow cannot be infused with the Returning Infusion since they are not a Simple or Martial Weapon with the thrown property.
That being said... Based on the rule of cool I would probably allow a crossbow bolt to be infused with the Returning Infusion.
Thanks for pointing that out. But yes, I agree. :) The idea makes bolts and such a LOT cooler all of a sudden. Of course, ammunition may break, and then you get back a broken bolt/arrow or a spent bullet, but it's awesome while it works.
I'd love to see an infusion that makes any item return to the proper owner, like Percy Jackson's sword. For example, a writer may purchase a pen that will always return to him if it's been farther than 100ft or so for an hour or more. Or your keys. Or your sunglasses. Or your sword. I think the purpose would be to help people who forgot where their item went, and to use to con people. For example, if you're in Waterdeep and infused a single Harbon Moon (50gp coin) with that, you could buy plenty of things and con business owners left and right. Besides, if they give you change, then you're making a financial (not just material) profit!
Hey that's a good point. Plus, it has the advantage of leaving a gaping hole in the target. If in your campaign you'd be taking bleeding and other injuries into account (in addition to simple hit points), then that'd be just like giving them a blood spigot. Besides, I'm sure that an artificer would be able to convert a crossbow from firing bolts to firing darts, which DO have the thrown property. However, that would still be a homebrew item that would need the DM's permission.
In other news, I'm joining into a campaign that's been running for a while, so they've asked me to up my new Artificer to level 3. I've decided that he used to apprentice with a custom magic item shop for adventurers (Kilpatrick's Kit and Caboodle: Custom Magic Items for the Bold and Intrepid). While working there, he helped craft a Wand of Lightning Bolts for a rich customer. As Artificers spend half the money to create a good they can sell at the same price, that left him and the shop enough money to create a duplicate. With his share of that commission, his own wages, and some adventuring he'd done on weekends to gather rare magic components, he crafted his own prototype Wand of Lightning Bolts. Being only a 3rd level character, I decided to nerf it from 7 uses/day to cast Lightning Bolt (8d6 lightning damage, half on a successful save) to 4 and to increase the chance of it breaking (5% upon expending the last charge to 25%). After all, it's a prototype. He's still learning how to be a good wandmaker. And yes, I'm consulting the DM on this. :)
RAW a crossbow bolt (Ammunition) or crossbow cannot be infused with the Returning Infusion since they are not a Simple or Martial Weapon with the thrown property.
That being said... Based on the rule of cool I would probably allow a crossbow bolt to be infused with the Returning Infusion.
Thanks for pointing that out. But yes, I agree. :) The idea makes bolts and such a LOT cooler all of a sudden. Of course, ammunition may break, and then you get back a broken bolt/arrow or a spent bullet, but it's awesome while it works.
I'd love to see an infusion that makes any item return to the proper owner, like Percy Jackson's sword. For example, a writer may purchase a pen that will always return to him if it's been farther than 100ft or so for an hour or more. Or your keys. Or your sunglasses. Or your sword. I think the purpose would be to help people who forgot where their item went, and to use to con people. For example, if you're in Waterdeep and infused a single Harbon Moon (50gp coin) with that, you could buy plenty of things and con business owners left and right. Besides, if they give you change, then you're making a financial (not just material) profit!
Can also be a protection against pickpocketing ("Oh, someone took stole my magic dagger. It'll get back in a second or two.").
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Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Since this topic got a quite large at its current 23 pages, a question I'd like to ask might've popped up. If so, excuse me, but I have to ask:
Is the Superior Attunement feature gone on purpose? In previous iterations of 5e Artificer, the class had a feature that allowed it to attune to 4, and later 5 magical items quite a few levels before getting the 20th level's Soul of Artifice which - among other things - capped the attunement at 6 items.
Current version seems to keep the Artificer at the baseline 3 items for 19 levels, and then slams it with Soul of Artifice, bringing it up to 6.
I wonder if that could be an indication of item-centric subclass for Artificer that'd hog the Superior Attunement feature for itself.
They've move it to 20th level for some reason. Many of us would like to see it move back to 10th and see the 20th level ability replaced with something else.
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Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
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so basically you are asking the artillerist to be as strong as a fighter all the while having all utility. At that point im asking.. Wouldnt that be making the fighter obsolete because artillerist are better ?
Two turrets that can literally flank a group of creature as well as an artificer able to cantrip... Thats a lot of versatility already. Its like having 3 people on the battlefield. Yet you think its not enough.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
I do agree that theory crafting beyond level 14 is more an exercise in futility. Mostly because most campaigns end, one way or another, by that point. However, it is annoying that for an Artillerist the Wand Prototype and Arcane Armaments do not work well together.
Flanking is an optional rule in 5e, and it doesn't apply to the turrets since turrets are objects and the rules on flanking states that:
Flanking on Squares. When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy's space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy.
When in doubt about whether two creatures flank an enemy on a grid, trace an imaginary line between the centers of the creatures' spaces. If the line passes through opposite sides or corners of the enemy's space, the enemy is flanked.
Essentially, the Turret can't benefit from Flanking, and it is up to the GM to interpret whether an object can be an "ally" when determining if the Turret can grant another creature flanking.
Wow... Ok i wasnt talking about flanking mechanics. You know the strategy that basically you circle your opponents. But ok.. If to you everything is mechanic.
Ps so you never use doors because there is no mechanics for it or use tables because there is no mechanics for em either... You know actual strategies.
Having 3 moving characters on stage is a lot of versatility including breaking exit doors and the likes.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
Well right now we are theory crafting, so all we can really discuss is the mechanical aspects of it. You used a term that references a mechanic within the game, so what am I supposed to do except assume that you were referencing that mechanic?
I do agree that the turrets can be used as a sort of Wall that can blockade exits and them being objects does have some interesting benefits that aren't explicitly stated (Their movement doesn't provoke opportunity attacks, many offensive spells can't target them, et cetera). But there are some hindrances that as well (flanking, many buff spells, sneak attack depending on your interpretation of 'ally', et cetera).
I plan to go Alchemist but I've got some questions on it.
The rules say:
In Xanathar's guide it has this table:
So does that mean that crafting a legendary potion takes me roughly 12 weeks and 50,000 gold?
Or more accurately since I doubt I'll get past making rare potions, would making a rare one take me 2.5 weeks and 1,000 gold to make like a Potion of Invulnerability?
And do you think spending downtime to make potions is worth it? does the time and gold cost really justify it? Like a Superior Healing Potion is a rare item and costs I think 1350 gold usually, so that saves 350 gold on just buying one, but takes 2.5 weeks to make.
I wouldn't mind if the Artificer Alchemist had more stuff on actually making useful potions. Just to make a basic healing potion or poison is still a couple days and 25 gold. Instead all Alchemist seems to do is give you an (admittedly cool) familiar-like pet and a couple kind of non-exciting bonuses to what your potions you make actually do, and gives you some resistance to poison. Making Alchemist a pretty weak support character focusing mostly on base Artificer abilities, spells, and some weak support abilities that will pale in comparison to other support classes builds.
I wouldn't mind some kind of Alchemist ability that lets you make 1 potion over a long rest that at level 3 is common, then goes up to uncommon at level 6, rare at level 12, very rare at level 16 and legendary at level 20. That's probably OP and could be reworked. Maybe you need to make the potion normally for the time and gold the first time, then once you've made it once you can replicate it quickly (but it still has the gold cost due to needing to buy the ingredients).
Edit: I was thinking something like this:
i haven't noticed that until now. wow that is really throwing a wrench in the early rounds of combat especially since most fights last around 5 rounds.
they definitely have to make it like spiritual weapon BA placement+damage on first round. dunno if it should deploy both turrets at level 14+ by "wasting" 2 actions in the first rounds of combat is really annoing especially if you play with arcane weapon.
First round: MA deploy turret BA cast arcane weapon > no damage/support
Second round: MA deploy second turret BA both attack > some damage
Third round: now you can deal your full damage and most of your foes are already dead.
not to mention interrupting the setup for support spells like Aid, Dispel Magic, Enhance Ability, Enlarge/Reduce, Haste, Lesser Restoration or Shield of Faith (edit: is a BA but would still result in no to almost no damage).
It is even less, because consumable items like potions or scrolls are already halved. So an alchemist's work week and cost total would actually look as follows:
Alchemist's (Non-Healing) Potion Crafting Time and Cost
Alchemist's Potion of Healing Crafting Time and Cost
The above calculations were determined using Xanathar's Guide to Everything's definition of a "workweek" and "workday". That is, a workweek is 5 days and a workday is 8 hours.
Oh, that is a lot better! Thanks!
Crafting a potion of healing in 2 hours and 12.5 GPs is not bad at all. You can make 4 in a normal workday for 50 GPs.
Furthermore, if you have the Many-Handed Pouch infused in all of your party's pocket, you can store up to 5 potions in that interdimensional space and everyone will have access as needed.
#Genius
In Waterdeep: Dragon Heist, there's a store in Trollskull Alley that sells standard healing potions for 50gp a pop. If an artificer could create standard healing potions and sell them at that market price, that would be quite the pretty penny of profit per each. Depending on how long it takes for them to sell those potions, it wouldn't be hard to get a small team of employees and start supporting yourself with an aristocratic lifestyle.
Ah, but little known to anyone, the owner of that shop is a Artificer (Alchemist). :)
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
So the Returning Weapon infusion. I'd like to infuse a crossbow/bolts so I can shoot a bolt, hit something, and it immediately returns to my artificer's hand. On a theoretical level, do you think that would mean I'd be infusing the crossbow or the bolt? I'm thinking the bolt. Given that at lower levels you can only have two infused items, that's up to two returning bolts. I love picturing this conversation in my head:
The sharpshooter removed his single silver-tipped bolt from a hip flask. He cocked the crossbow and took aim at the crocodile a football field away.
The young girl he had been hired to guide safely through the swampland was shocked. "My parents paid you 1000gp to take me safely, and the only weapon you have is a crossbow with a single bolt? How on earth do you think we'll make it out alive!?"
The sharpshooter didn't reply. He pulled the trigger and WHIZZ! The bolt lodged itself in the crocodile's skull. "I only need one bolt," he responded, turning to the girl and showing her the silver-tipped, bloody bolt that suddenly appeared in his hand. "Besides," he added, "I got my handaxe."
"How did you do that? Why do you keep it in a flask? What handaxe?"
"Too many questions, girl. Flask keeps the poison fresh."
"Oh."
RAW a crossbow bolt (Ammunition) or crossbow cannot be infused with the Returning Infusion since they are not a Simple or Martial Weapon with the thrown property.
That being said... Based on the rule of cool I would probably allow a crossbow bolt to be infused with the Returning Infusion.
Thanks for pointing that out. But yes, I agree. :) The idea makes bolts and such a LOT cooler all of a sudden. Of course, ammunition may break, and then you get back a broken bolt/arrow or a spent bullet, but it's awesome while it works.
I'd love to see an infusion that makes any item return to the proper owner, like Percy Jackson's sword. For example, a writer may purchase a pen that will always return to him if it's been farther than 100ft or so for an hour or more. Or your keys. Or your sunglasses. Or your sword. I think the purpose would be to help people who forgot where their item went, and to use to con people. For example, if you're in Waterdeep and infused a single Harbon Moon (50gp coin) with that, you could buy plenty of things and con business owners left and right. Besides, if they give you change, then you're making a financial (not just material) profit!
Well if your GM allowed it, infusing a bolt with the returning property makes it magical and magical items are more difficult to break.
Hey that's a good point. Plus, it has the advantage of leaving a gaping hole in the target. If in your campaign you'd be taking bleeding and other injuries into account (in addition to simple hit points), then that'd be just like giving them a blood spigot. Besides, I'm sure that an artificer would be able to convert a crossbow from firing bolts to firing darts, which DO have the thrown property. However, that would still be a homebrew item that would need the DM's permission.
In other news, I'm joining into a campaign that's been running for a while, so they've asked me to up my new Artificer to level 3. I've decided that he used to apprentice with a custom magic item shop for adventurers (Kilpatrick's Kit and Caboodle: Custom Magic Items for the Bold and Intrepid). While working there, he helped craft a Wand of Lightning Bolts for a rich customer. As Artificers spend half the money to create a good they can sell at the same price, that left him and the shop enough money to create a duplicate. With his share of that commission, his own wages, and some adventuring he'd done on weekends to gather rare magic components, he crafted his own prototype Wand of Lightning Bolts. Being only a 3rd level character, I decided to nerf it from 7 uses/day to cast Lightning Bolt (8d6 lightning damage, half on a successful save) to 4 and to increase the chance of it breaking (5% upon expending the last charge to 25%). After all, it's a prototype. He's still learning how to be a good wandmaker. And yes, I'm consulting the DM on this. :)
Can also be a protection against pickpocketing ("Oh, someone took stole my magic dagger. It'll get back in a second or two.").
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Since this topic got a quite large at its current 23 pages, a question I'd like to ask might've popped up. If so, excuse me, but I have to ask:
Is the Superior Attunement feature gone on purpose? In previous iterations of 5e Artificer, the class had a feature that allowed it to attune to 4, and later 5 magical items quite a few levels before getting the 20th level's Soul of Artifice which - among other things - capped the attunement at 6 items.
Current version seems to keep the Artificer at the baseline 3 items for 19 levels, and then slams it with Soul of Artifice, bringing it up to 6.
I wonder if that could be an indication of item-centric subclass for Artificer that'd hog the Superior Attunement feature for itself.
Thank you in advance.
Multiclass Warlock enthusiast.
They've move it to 20th level for some reason. Many of us would like to see it move back to 10th and see the 20th level ability replaced with something else.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!