Someone way back mentioned that the Artificer in earlier editions had a spell that dealt heavy damage to constructs, so an idea I had for a spell unique to Artificers could be something like this:
"Deconstruction: You select a constructed or fabricated Medium or smaller object in a 5-foot cube and cause it to revert into its raw materials. If used on a construct, the target makes a constitution saving throw and takes 4d8 damage on a failure or half as much on a success."
The exact numbers would need tweaking, but as for the idea, what do you think?
@supervylan One has to wonder which artificer version you played prior to 5e unearthed arcana. Even the creator of the artificer said this version is much closer to an artificer.
For me... I played both versions of the old one. Gunsmith felt like a rogue more then a tinkerer. And alchemist felt like a warlock more then a tinkerer. And the base class only felt like it was an auto generated magic items machine. Didnt at all felt like i was doing things.
Honestly it really didnt feel right.
This one is a lot better. And even the author said so. Mainly because this time he was consulted.
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
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I like to play and form my own opinions in situations like these. Here’s my singular experience playing both classes over 4 sessions (each). Both, are fun and inventive in their own way. That being said, I won’t bury the lead here, Alchemist is the class I’ve wanted for a long time and I find myself falling in love with what it brings to the table.
Ive been playing both of these at level 9-10 and I find myself getting into a very clear routine with the Artillerist during battles, but the Alchemist is constantly changing depending on the fight... sure the Artillerist does too but it just a turret preference and not too much more. The Alchemist, my Alchemist that is, has a boatload of damage to offload when not supporting (Variant human: x-bow expert and sharpshooter) with so many bonus action options it’s hard to decide sometimes.
All around BOTH excel at support outside of combat. It’s too damn handy to have Magical Tonkering AND infusions, I cannot complete express how inventive you can get here.
‘Making the spellcasting your own’ or ‘flavoring’ the spells is fun. While both subclasses excel at this, the Alchemist outstrips even its compatriot here. Turn a Rope of Climbing into an articulated and accurate distance spanner, or Goggles of Night into a simple lens that fits onto your tinker’s headband. I use the same device to cast Lesser Restoration as I do to cast Ray of Sickness, I just reverse the polarity. Plus, turning a Cloak of the Mantaray into a S.C.U.T.A. (self-contained underwater traversing apparatus) is just good fun.
The Artllierist is probably going to the wayside until they make the turret more fun and just completely revamp the wands (or get rid of that mechanic for something ‘toolbox-y’). FFS though, leave the Alchemist just as is... I love my homunculus.
I kinda wish the two subclasses just would have been two options for a single subclass. The homunculus just seems like a flying turret to me.
The wand just seems random. Random as hell. Seeing as how you have two attacks, it gets in the way of damage. Also, why extra attack? Since I can literally MAKE any weapon magical, I'd be a fool not to use this feature. I'm just not quite getting why this class would get it. Is it a damage balancing thing? I think I'd give this feature up or the wand feature for a beefier turret, seeing as how that *IS* the sublcass.
Artillerist is by far my favorite, but I really want some sort of scaling, I'll probably bug my DM to give it the "Might of the master" feature from the other subclass. I also don't think it would be too gamebreaking to let you choose which turret feature you want to use every round, rather than popping a fire turret OR a shield turret OR a blast turret.
I'd also love for the turret to persist, like the homunculus. It'd be cool to have it keep watch, or even just hang out for rp purposes. 15ft of movement means it really can't travel with you so I think that'd be limitation enough.
The thing is... I really really loved the 3e version.
My team loved the support and it loved my creations. But 5e has no real way of making magic items because magic items are supposed to be very rare. So i understand why they cant just remake the class.
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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
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I don’t quite understand why people call for more scaling on the turret, at 14 level the turret does effectively scale to double damage 4d8.
This is basically cantrip damage on BA and it scales faster:
Firebolt deals 1d10 on MA at level 1 and The spell's number of damage dice increases by one at levels 5, 11, and 17.
Turret deals 2d8 on BA at level 3 The turret’s number of damage dice increases to 4d8 at 14 level.
I don’t see much more scaling allowed, I do hate the lost MA for putting the turret out, hoping they change the wording to match Spiritual Weapon’s BA cast and attack as part of cast.
But that doesn’t seem to be what people are saying is the issue? I hope you reconsider putting this as feedback.
I don’t quite understand why people call for more scaling on the turret, at 14 level the turret does effectively scale to double damage 4d8.
This is basically cantrip damage on BA and it scales faster:
Firebolt deals 1d10 on MA at level 1 and The spell's number of damage dice increases by one at levels 5, 11, and 17.
Turret deals 2d8 on BA at level 3 The turret’s number of damage dice increases to 4d8 at 14 level.
I don’t see much more scaling allowed, I do hate the lost MA for putting the turret out, hoping they change the wording to match Spiritual Weapon’s BA cast and attack as part of cast.
But that doesn’t seem to be what people are saying is the issue? I hope you reconsider putting this as feedback.
It "effectively" scales to double damage, but at the cost of a second action. You don't summon two turrets at level 14, you gain the ability to summon a second turret for free and when you summon a second turret your first one doesn't disappear. So you essentially have to spend the first two rounds of combat with your actions summoning turrets. It isn't really scaling at all.
I don’t quite understand why people call for more scaling on the turret, at 14 level the turret does effectively scale to double damage 4d8.
This is basically cantrip damage on BA and it scales faster:
Firebolt deals 1d10 on MA at level 1 and The spell's number of damage dice increases by one at levels 5, 11, and 17.
Turret deals 2d8 on BA at level 3 The turret’s number of damage dice increases to 4d8 at 14 level.
I don’t see much more scaling allowed, I do hate the lost MA for putting the turret out, hoping they change the wording to match Spiritual Weapon’s BA cast and attack as part of cast.
But that doesn’t seem to be what people are saying is the issue? I hope you reconsider putting this as feedback.
It "effectively" scales to double damage, but at the cost of a second action. You don't summon two turrets at level 14, you gain the ability to summon a second turret for free and when you summon a second turret your first one doesn't disappear. So you essentially have to spend the first two rounds of combat with your actions summoning turrets. It isn't really scaling at all.
Also if you have the wand at 11 level your Firebolt cantrip does 3d10 + Int Mod damage while using the wand you do lose the 2nd attack you gain at 5th level. The turrets are basically a waste of an action in combat as you basically get them for 1 combat with them lasting for 10 minutes you wouldn't get them for a second combat unless you rushed to the next room or whatever. If they lasted longer they would be a better deal the alchemist makes his little buddy and its there all the time unless it gets destroyed. If they made a turret that could follow them around all day and its damage went up at level 14 it would be worthwhile.
Cool just double checking that everyone is still on the same page. The fact that turret disappears every time doesn’t quite fit with mechanical aspects and encourages you to wait for BBEG, and hence you would nearly never waste both activations in a single combat.
But There is no point in increasing turret damage, hell it is cooler to have two turrets out at once then 1 scaling turret. It is just the 2nd MA wasted that makes it feel like no scaling.
If anyone disagrees please do make your case instead of just asking for scaling turret, because that is a different solution that the devs might go down but in my opinion make it less interesting/unique.
Okay, a question for everyone: should the Artificer's Infusions use up attunements as some of them do presently? I'm not sure about whether that should be a restriction or not, so I'd like to get other people's opinions on the matter before I think about that in my feedback.
I really like the idea, of the BA turret summon and auto activate in one, that others have suggested.
Taking that a step further, when the second turret comes online at L14, have the second turret still cost a BA, but when the auto activate kicks in, both turrets activate not just the second one.
So the sequence would be:
Turn 1: - Action: Attack or Spell - Bonus Action: Summon turret, with auto activate (2d8 dmg from 1x Ballista) Turn 2: - Action: Attack or Spell - Bonus Action: Summon second turret, with auto active for both turrets (4d8 dmg from 2x Ballista) Turn 3: - Action: Attack or Spell - Bonus Action: Active both turrets (4d8 dmg from 2x Ballista)
That would allow the Artillerist to make better use of the turrets and their other attacks/spells, without having to wait too many rounds to ramp up.
Also, another thought: even though I dislike the Homunculus (by a wide margin) what would people think about it being able to administer potions using your bonus action?
Also, am I misreading things here, or are a lot of folks not particularly interested in the other uses of the turret? Because so far it seems like most people are only talking about the Force Ballista and not the other two functions.
Also, am I misreading things here, or are a lot of folks not particularly interested in the other uses of the turret? Because so far it seems like most people are only talking about the Force Ballista and not the other two functions.
I think that is just because we are mostly thinking about theoretical damage and comparisons, Defence and AOE are situational and difficult to discuss outright, eg if comparing the flamethrower to Crossbow Expert, if hitting 1 person, obviously bad, if hitting 9 enemies obviously great, just saying 3 people is arbitrarily drawing a line where it is benefiting for an argument. And most of the time you will be fighting 1 enemy.
But both are amazing situationally, although I would prefer each activation choose one of 3 actions as you might need flamethrower to clear adds before focusing BBEG, and later turn more defensive near end of war of attrition.
I’d like the ability to load the homonculous with a Potion using BA and then using BA deliver to anyone else (and kindof thought that was already a feature). That let’s me imagine it zipping around delivering my potions.
(Again the BA potion strays close to writing RAW popular homebrew hacks which would mean other players classes won’t be able to do that anymore)
Attunements make the items seem more real I think like the full magic items. At low levels this shouldn’t get in the way, at mid levels this becomes an actual interesting decision of balance, and at high levels you’ll probably drop back to wonderous items. But I think the Superior attunement should come back giving the Artificer that boost at mid levels compared to other classes so he can keep the infusions for himself.
@Paradox42 I think that is the ideal process for most of us excited to see if the devs think that is balanced
Ok, so alternate option for the turrets: x amount of times per short rest, active for twelve hours or until you are unconscious/reduced to zero hit points. (or summon a new turret)
You can keep the turret out for longer, or activate an additional time at the cost of a level of exhaustion.
I think you guys are reaching for details that are not worth it...
Seems to me like all you want is everything as a bonus action. I hate players who "wasting an action for this or that reason" seems to me like youre not grasping the point of the actions themselves.
Much like druids who pick moon as an archetype mostly because wildshapes becomes BA.
As for those who say it should be like spritual weapon more... Think of it first... Is spiritual weapon able to aoe ? Is it able to attack for 10 minutes ? The answer is losing an action to summon something versatile like the turret is the right way to go. If the artificer is better then the cleric then why pick clerics ?
To me, losing the action summoning a turret is fine because of all that it does. Its versatile, can guard, can move. It honestly is already stronger then spiritual weapon and yet just for like a few points of damage overall.... You want it to be much stronger then paladin smites and cleric spiritual weapons...
I just dont understand the point of those who can never use the dodge action or the disengage action saying its wasted...
There is never any waste unless you dont use it at all.
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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
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I think you guys are reaching for details that are not worth it...
Seems to me like all you want is everything as a bonus action. I hate players who "wasting an action for this or that reason" seems to me like youre not grasping the point of the actions themselves.
Much like druids who pick moon as an archetype mostly because wildshapes becomes BA.
As for those who say it should be like spritual weapon more... Think of it first... Is spiritual weapon able to aoe ? Is it able to attack for 10 minutes ? The answer is losing an action to summon something versatile like the turret is the right way to go. If the artificer is better then the cleric then why pick clerics ?
To me, losing the action summoning a turret is fine because of all that it does. Its versatile, can guard, can move. It honestly is already stronger then spiritual weapon and yet just for like a few points of damage overall.... You want it to be much stronger then paladin smites and cleric spiritual weapons...
I just dont understand the point of those who can never use the dodge action or the disengage action saying its wasted...
There is never any waste unless you dont use it at all.
If using the turret results in less overall damage than not using the turret, then I won't use the turret (at least for single target damage). Thus, the concept is wasted.
I agree that changing the turret summons to a bonus action isn't the correct fix. However, I disagree that the turret is fine as it is. An action spent summoning the turret is an action not used for something else - summoning a damage turret has to be a net gain (since we only get two free summons).
I think using an action to get the AOE and the shielding benefits is fine. These are situational, and they should be worth an action. However, dropping a single target turret is not worth the action.
For quick fights at high level (3 rounds or less):
Summoning one does the same damage as not summoning, and summoning two does less. Since I only have a limited number of summons, I would rather save the summon for the AOE or the shielding effect. Thus, I wouldn't use the ballista ever.
At low levels, the action is worth it - the overall single target damage increases when using the turret. At high levels, it does not. This is a subclass ability - it needs to be good enough to use at any level.
It honestly is already stronger then spiritual weapon and yet just for like a few points of damage overall
Can you elaborate on that? i see better scaling, earlier access and better action economy as advantages for spiritual weapon.
Spiritual weapon does only 1d8 as a bonus action. This does 2d6 as a ballista. Which means the weapon does between 1 and 8. While the ballista does between 2 and 12 damage. Much better already. The weapon uses a spellslot. This turret doesnt ! The weapons has only one target. The one you choose. The turret can target more then one person by making a flame thrower. Less damage yet if you hit at least 2 target with it you are already higher then the weapon.
Need i say more ? You are already using a much better thing then spritual weapon. And since you can make another one later. It is scallable which spiritual weapon requires you to put more ressources in order for it to scale.
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I made a spell similar to Inflict Wounds that covers that if you want to look at some inspiration: https://www.dndbeyond.com/spells/141822-inflict-damage
I will always appreciate inspiration!
@supervylan One has to wonder which artificer version you played prior to 5e unearthed arcana. Even the creator of the artificer said this version is much closer to an artificer.
For me... I played both versions of the old one. Gunsmith felt like a rogue more then a tinkerer. And alchemist felt like a warlock more then a tinkerer. And the base class only felt like it was an auto generated magic items machine. Didnt at all felt like i was doing things.
Honestly it really didnt feel right.
This one is a lot better. And even the author said so. Mainly because this time he was consulted.
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 like to play and form my own opinions in situations like these. Here’s my singular experience playing both classes over 4 sessions (each). Both, are fun and inventive in their own way. That being said, I won’t bury the lead here, Alchemist is the class I’ve wanted for a long time and I find myself falling in love with what it brings to the table.
Ive been playing both of these at level 9-10 and I find myself getting into a very clear routine with the Artillerist during battles, but the Alchemist is constantly changing depending on the fight... sure the Artillerist does too but it just a turret preference and not too much more. The Alchemist, my Alchemist that is, has a boatload of damage to offload when not supporting (Variant human: x-bow expert and sharpshooter) with so many bonus action options it’s hard to decide sometimes.
All around BOTH excel at support outside of combat. It’s too damn handy to have Magical Tonkering AND infusions, I cannot complete express how inventive you can get here.
‘Making the spellcasting your own’ or ‘flavoring’ the spells is fun. While both subclasses excel at this, the Alchemist outstrips even its compatriot here. Turn a Rope of Climbing into an articulated and accurate distance spanner, or Goggles of Night into a simple lens that fits onto your tinker’s headband. I use the same device to cast Lesser Restoration as I do to cast Ray of Sickness, I just reverse the polarity. Plus, turning a Cloak of the Mantaray into a S.C.U.T.A. (self-contained underwater traversing apparatus) is just good fun.
The Artllierist is probably going to the wayside until they make the turret more fun and just completely revamp the wands (or get rid of that mechanic for something ‘toolbox-y’). FFS though, leave the Alchemist just as is... I love my homunculus.
I kinda wish the two subclasses just would have been two options for a single subclass. The homunculus just seems like a flying turret to me.
The wand just seems random. Random as hell. Seeing as how you have two attacks, it gets in the way of damage. Also, why extra attack? Since I can literally MAKE any weapon magical, I'd be a fool not to use this feature. I'm just not quite getting why this class would get it. Is it a damage balancing thing? I think I'd give this feature up or the wand feature for a beefier turret, seeing as how that *IS* the sublcass.
Artillerist is by far my favorite, but I really want some sort of scaling, I'll probably bug my DM to give it the "Might of the master" feature from the other subclass. I also don't think it would be too gamebreaking to let you choose which turret feature you want to use every round, rather than popping a fire turret OR a shield turret OR a blast turret.
I'd also love for the turret to persist, like the homunculus. It'd be cool to have it keep watch, or even just hang out for rp purposes. 15ft of movement means it really can't travel with you so I think that'd be limitation enough.
The thing is... I really really loved the 3e version.
My team loved the support and it loved my creations. But 5e has no real way of making magic items because magic items are supposed to be very rare. So i understand why they cant just remake the class.
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)
@mavidfinklebottom
I don’t quite understand why people call for more scaling on the turret, at 14 level the turret does effectively scale to double damage 4d8.
This is basically cantrip damage on BA and it scales faster:
Firebolt deals 1d10 on MA at level 1 and The spell's number of damage dice increases by one at levels 5, 11, and 17.
Turret deals 2d8 on BA at level 3 The turret’s number of damage dice increases to 4d8 at 14 level.
I don’t see much more scaling allowed, I do hate the lost MA for putting the turret out, hoping they change the wording to match Spiritual Weapon’s BA cast and attack as part of cast.
But that doesn’t seem to be what people are saying is the issue? I hope you reconsider putting this as feedback.
It "effectively" scales to double damage, but at the cost of a second action. You don't summon two turrets at level 14, you gain the ability to summon a second turret for free and when you summon a second turret your first one doesn't disappear. So you essentially have to spend the first two rounds of combat with your actions summoning turrets. It isn't really scaling at all.
Also if you have the wand at 11 level your Firebolt cantrip does 3d10 + Int Mod damage while using the wand you do lose the 2nd attack you gain at 5th level. The turrets are basically a waste of an action in combat as you basically get them for 1 combat with them lasting for 10 minutes you wouldn't get them for a second combat unless you rushed to the next room or whatever. If they lasted longer they would be a better deal the alchemist makes his little buddy and its there all the time unless it gets destroyed. If they made a turret that could follow them around all day and its damage went up at level 14 it would be worthwhile.
Cool just double checking that everyone is still on the same page. The fact that turret disappears every time doesn’t quite fit with mechanical aspects and encourages you to wait for BBEG, and hence you would nearly never waste both activations in a single combat.
But There is no point in increasing turret damage, hell it is cooler to have two turrets out at once then 1 scaling turret. It is just the 2nd MA wasted that makes it feel like no scaling.
If anyone disagrees please do make your case instead of just asking for scaling turret, because that is a different solution that the devs might go down but in my opinion make it less interesting/unique.
Okay, a question for everyone: should the Artificer's Infusions use up attunements as some of them do presently? I'm not sure about whether that should be a restriction or not, so I'd like to get other people's opinions on the matter before I think about that in my feedback.
(Edited for clarity)
I really like the idea, of the BA turret summon and auto activate in one, that others have suggested.
Taking that a step further, when the second turret comes online at L14, have the second turret still cost a BA, but when the auto activate kicks in, both turrets activate not just the second one.
So the sequence would be:
Turn 1:
- Action: Attack or Spell
- Bonus Action: Summon turret, with auto activate (2d8 dmg from 1x Ballista)
Turn 2:
- Action: Attack or Spell
- Bonus Action: Summon second turret, with auto active for both turrets (4d8 dmg from 2x Ballista)
Turn 3:
- Action: Attack or Spell
- Bonus Action: Active both turrets (4d8 dmg from 2x Ballista)
That would allow the Artillerist to make better use of the turrets and their other attacks/spells, without having to wait too many rounds to ramp up.
David Gearlock | Human | Artificer | Revenge Heist
Knox | Warforged | Cleric | Shadowthorn's Out of the Abyss
Also, another thought: even though I dislike the Homunculus (by a wide margin) what would people think about it being able to administer potions using your bonus action?
Also, am I misreading things here, or are a lot of folks not particularly interested in the other uses of the turret? Because so far it seems like most people are only talking about the Force Ballista and not the other two functions.
I think that is just because we are mostly thinking about theoretical damage and comparisons, Defence and AOE are situational and difficult to discuss outright, eg if comparing the flamethrower to Crossbow Expert, if hitting 1 person, obviously bad, if hitting 9 enemies obviously great, just saying 3 people is arbitrarily drawing a line where it is benefiting for an argument. And most of the time you will be fighting 1 enemy.
But both are amazing situationally, although I would prefer each activation choose one of 3 actions as you might need flamethrower to clear adds before focusing BBEG, and later turn more defensive near end of war of attrition.
I’d like the ability to load the homonculous with a Potion using BA and then using BA deliver to anyone else (and kindof thought that was already a feature). That let’s me imagine it zipping around delivering my potions.
(Again the BA potion strays close to writing RAW popular homebrew hacks which would mean other players classes won’t be able to do that anymore)
Attunements make the items seem more real I think like the full magic items. At low levels this shouldn’t get in the way, at mid levels this becomes an actual interesting decision of balance, and at high levels you’ll probably drop back to wonderous items. But I think the Superior attunement should come back giving the Artificer that boost at mid levels compared to other classes so he can keep the infusions for himself.
@Paradox42 I think that is the ideal process for most of us excited to see if the devs think that is balanced
Ok, so alternate option for the turrets: x amount of times per short rest, active for twelve hours or until you are unconscious/reduced to zero hit points. (or summon a new turret)
You can keep the turret out for longer, or activate an additional time at the cost of a level of exhaustion.
- Stu
#6321 on Discord.
I think you guys are reaching for details that are not worth it...
Seems to me like all you want is everything as a bonus action. I hate players who "wasting an action for this or that reason" seems to me like youre not grasping the point of the actions themselves.
Much like druids who pick moon as an archetype mostly because wildshapes becomes BA.
As for those who say it should be like spritual weapon more... Think of it first... Is spiritual weapon able to aoe ? Is it able to attack for 10 minutes ? The answer is losing an action to summon something versatile like the turret is the right way to go. If the artificer is better then the cleric then why pick clerics ?
To me, losing the action summoning a turret is fine because of all that it does. Its versatile, can guard, can move. It honestly is already stronger then spiritual weapon and yet just for like a few points of damage overall.... You want it to be much stronger then paladin smites and cleric spiritual weapons...
I just dont understand the point of those who can never use the dodge action or the disengage action saying its wasted...
There is never any waste unless you dont use it at all.
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)
Can you elaborate on that? i see better scaling, earlier access and better action economy as advantages for spiritual weapon.
If using the turret results in less overall damage than not using the turret, then I won't use the turret (at least for single target damage). Thus, the concept is wasted.
I agree that changing the turret summons to a bonus action isn't the correct fix. However, I disagree that the turret is fine as it is. An action spent summoning the turret is an action not used for something else - summoning a damage turret has to be a net gain (since we only get two free summons).
I think using an action to get the AOE and the shielding benefits is fine. These are situational, and they should be worth an action. However, dropping a single target turret is not worth the action.
For quick fights at high level (3 rounds or less):
Summoning one does the same damage as not summoning, and summoning two does less. Since I only have a limited number of summons, I would rather save the summon for the AOE or the shielding effect. Thus, I wouldn't use the ballista ever.
At low levels, the action is worth it - the overall single target damage increases when using the turret. At high levels, it does not. This is a subclass ability - it needs to be good enough to use at any level.
~~Quaza
Spiritual weapon does only 1d8 as a bonus action. This does 2d6 as a ballista. Which means the weapon does between 1 and 8. While the ballista does between 2 and 12 damage. Much better already. The weapon uses a spellslot. This turret doesnt ! The weapons has only one target. The one you choose. The turret can target more then one person by making a flame thrower. Less damage yet if you hit at least 2 target with it you are already higher then the weapon.
Need i say more ? You are already using a much better thing then spritual weapon. And since you can make another one later. It is scallable which spiritual weapon requires you to put more ressources in order for it to scale.
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)