But.. we're not talking about a repeating crossbow, we're talking about regular crossbow... sorry but crossbows in our history has changed nothing on the battlefirld. while repeating crossbows have evolved into the guns we have today. and guns have changed the battlefields. if you wanna play by words, then anything can be an artillery including your kitchen knife. because i could potentially create a machine that shoots kitchen knives. that doesn't mean its artillery or should be considered artillery. artillery has always been big, things that are heavy and very mechanical. as an exemple, a bow cannot be considered artillery. in our own millitary, the infantry is not called artillery, yet they have guns and the likes... yet you dont talk about artillery when speaking of the infantry.
thats all im saying here... in the case of fantasy magical settings, then magic is your artillery most of the time. which is why a wand "could" be called artillery. but i doubt it would if it only cast cantrips. cantrips are easy to do things, considering that as artillery is the same as calling a bow and arrow as artillery. thats not at all whats its supposed to be. so that point i agree with others, the wand serve no purpose here. at that point i'd create a wand specialist instead. if you want an artillerist to be an artillery, he needs to be able to actually do some things related to artillery. and it needs to be big.
at this point i can safely say that instead of being an artillerist, i'd create a wizard evocations and i'd do more of a job then the artificer.
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Cross bows certainly were had a significant impact. They are also a far better comparison to early guns then repeating crossbows. Unlike traditional bows, crossbows required far less training and skill. That is their significance, much the same impact as guns. Beyond this aforementioned impact, you seem to disregard the time to develop multi firing guns, and finally the fact that repeating crossbows were never ubiquitous weapons, rather they were quite obscure.
Unless when you say repeating crossbow, you refer to something like a polybolos. In which case, this is a pretty disingenuous comparison or analogue to your prior bfg description, as this really implied something more akin to modern artilery or explosive weapons that can be relatively easily used by a single person.
If we are going down the path of historical accuracy, anything I think anyone would agree on calling medieval or older artillery, is unrealistic to expect a single individual to construct, arm and fire once in six seconds. Good thing this is fantasy.
What is the fascination with describing in one breath the historical significance of X, and in the next comparing it to the imaginary worlds of D&D? Those are non-overlapping. If we want to dispute that we’ve got a lion’s share of work ahead of us.
General artificer discussion:
We are most definitely discussing repeating crossbows when we talk about using crossbow expert since it is taking away the loading feature, or making it automatic. This feat alone makes a hand crossbow superior to a dueling pistol, add in sharpshooter and you’ve out stripped most firearms on range, without having to worry about a misfire. That being said, firearms could be used as well (DM permitting) to a similar effect, misfires being the big downer here. (if only there were a feat to do away with misfires, no one would pick a different weapon)
Artillerist:
As for the artillerist, the easiest change they could make to cut through all the back n’ forth... change the name. It was a bad name choice. On this I think we all agree. If I had my druthers, they would trash the wands, change the name to something defensive sounding, and make the turrets mobile cover for the group without micromanagement. This would keep the subclass as a unique type of support, firing off big spells while adding a great AC boost to those close by AND changing the field of combat.
... Or we wait and hope they drop artillerist completely (keep alchemist as is FFS) and replace it with something new.
Porphy: The goal of using a bit of our historical madness is to actually give a sense of immersion that warrants a bit of... how can i say it... actual realism instead of having people shoot thru walls or see thru walls or whatever other bullshit. if there is no set ruling on whatever we are discussing then it is not even worth talking about.
as for repeating crossbows... i have to ask, what kind of repeating crossbows you are asking for ? because as far as i know, the only way to make a repeating crossbow would be to make it shoot AoE style. otherwise you are giving the artificer a weapon that strickly better then any other weapons to any other characters. if say your repeating crossbow can make two attacks per attack actions without the need for extra attack, then that crossbow is millions of times better then any other weapons out there. and if you are talking about feats, then anyone can simply do that repeating crossbow and thus its not really artificer worthy material. giving a feat to a class defeats the whole purpose of feats to begin with. which is to replace the ASI for versatility or abilities. this is not 3e where feats were part of character creation, you have to remember that feats are optionnals and that ASI in themselves are often better then feats to begin with.
overall, what im saying is... there is so much you can do in 5e before breaking the game mechanics and making the class overpowered. if you want to give artillery to the class in the form of a repeating crossbow... i'd go for the AoE shooting ones. imagine a crossbow on a tripod with a manivel that the artificer rotates in order for him to shoot a volley. now thats what im talking about. the problem with this, is that if we create this kind of weapon, then anyone can just get there and turn the crank to do the same. wouldn't that be the same as any other wepaons and thus not be class material ? if you dont allow the others to use the same weapon, then immersion is broken for sake of mechanics and thats a no go for me.
as for guns... sorry but a revolver does 2d8, thats bigger then even a great sword which is the best weapon and the revolver is one handed while the great sword is 2d6 two handed... where do you see the guns being weaker ? they dont have missfire either, but they have a huge pay off in exchange of their lower range compared to say the longbow who has much better range. they also requires a special proficiency. and if you are speaking of the muskets, they do 1d12, have no missfire either.
i think you are confusing an optionnal ruling from critical roll there. missfires are rulings in exandria (critical role setting), and if you are using the pepperbox and the likes, they are critical role "exandria settings" oriented and thus shouldn'T be counted because they are not designed by WotC to begin with. WotC has never designed anything with missfire, proof, if you do a search for missfire in beyond you will find literally 0 results.
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i think you are confusing an optionnal ruling from critical roll there. missfires are rulings in exandria (critical role setting), and if you are using the pepperbox and the likes, they are critical role "exandria settings" oriented and thus shouldn'T be counted because they are not designed by WotC to begin with. WotC has never designed anything with missfire, proof, if you do a search for missfire in beyond you will find literally 0 results.
@Legacy_of_Lokk I think the "misfire" brought up in the DDB search is the rule from Crit Role, not an actual rule from WotC. I find it odd that they don't have it labelled as such though...
@Legacy_of_Lokk I think the "misfire" brought up in the DDB search is the rule from Crit Role, not an actual rule from WotC. I find it odd that they don't have it labelled as such though...
Looks like the whole Gunslinger implementation needs to be tidied up. I didn't even know they'd put it in, there's no way of telling from the menus etc.
Yes all items with misfire are from critical roll !
There is no misfire in phb dmg or any other official books. But i agree the items from other sources should be noted.
Bit of history... Anything related to gunslinger and his guns are from pathfinder. Thus critical roll adapted guns from path and thus misfire comes from there.
Also... Bit of history... Plate mail stops bullets from a 9mm caliber at any distances. So no guns werent used to stop plate mail. They were used because fighting in range is strickly better the sword. Also because plate mail was clunky to move in unlike leather armor which also semi stops 9mm bullets !
There are plenty of videos on youtube from blacksmiths prooving this.
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Yes all items with misfire are from critical roll !
There is no misfire in phb dmg or any other official books. But i agree the items from other sources should be noted.
Bit of history... Anything related to gunslinger and his guns are from pathfinder. Thus critical roll adapted guns from path and thus misfire comes from there.
Also... Bit of history... Plate mail stops bullets from a 9mm caliber at any distances. So no guns werent used to stop plate mail. They were used because fighting in range is strickly better the sword. Also because plate mail was clunky to move in unlike leather armor which also semi stops 9mm bullets !
There are plenty of videos on youtube from blacksmiths prooving this.
*strictly not strickly (not to be that guy who corrects spelling but i just noticed also *proving)
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Had my second session as my Kobold Artificer. We were trying to escape the Drow encampment and get our equipment... Had a huge combat and resorted to jumping off the cliff into the water without getting any of our equipment. So I'm stuck without any artisan tools, hand crossbow or any gold to purchase said items. So combats will be filled with me doing nothing, really, since all my class features require artisan tools.
Isn't the rest of your party in the same boat? Pretty much the only people who aren't similarly challenged are casters with spells without material components.
Yeah casters are in the same boat. Fighters and barb are stuck with dealing 1+str.
Its not just you there.
But... I feel you... My wizard feel naked with his focus.
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Isn't the rest of your party in the same boat? Pretty much the only people who aren't similarly challenged are casters with spells without material components.
True, but Artificers are unique in that all their cantrips and spells have a "Material Component" added to them.
In my party alone we have a Warlock, Monk, Paladin and Artificer.
The Warlock has access to all of her spells (Scared Flame, Eldritch Blast, Prestidigitation, Guiding Bolt and Cure Wounds) with the exception of the Light cantrip (requires Material component). She also has access to her Healing Light class feature.
The Monk is a monk (obviously) and doesn't require any equipment, technically for any class feature or even weapons.
The only one partially in the same situation as me is the Paladin, which has to resort to fisticuffs instead of his Great Sword... But even then at level one the paladin has access to all of his class features since neither Divine Sense or Lay on Hands requires a holy symbol.
As a kobold I have a strength of 6, so my unarmed attacks deal 0 damage. So I can really only Grovel, Cower, and Beg once per short or long rest and do the Dodge / Help action. Magical Tinkering and any Spell requires tools.
Personally I think there might be an argument to allow Artificers the ability to cast cantrips without tools, though that might ruin the artificing tinkering theme. Though sometimes functionality might need to supersede form.
If you have access to Carpernter's Tools and a stick of wood (or similar material) you might be able to carve yourself a wand to use as a focus thus negating the need for some material components. :)
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Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
Being able to use wands as a focus is at level 3 for an artillerist only. At level 1 you have to use artisan tools, of which due to the current scenario, I have none. At level 2 I can use one of my infused items as a focus and (fortunately) infusing an item does not require an artisan tool, so once I get to level 2 I should, technically be able to start casting spells if I don't already have an artisan tool kit yet.
I do find it odd that Infusions do not require artisan tools, but magical tinkering does. More specifically because the infusions are a lot more involved than magical tinkering does.
Perhaps they could append this to the end of Magical Tinkering to alleviate this problem?
Alternatively, as an action and without needing a set of artisan's tools, you can use Magical Tinkering to turn a tiny nonmagical object into Prototype Artisan's Tools. These Prototype Artisan's tools do count toward the maximum number of objects you can affect with this feature.
Isn't the rest of your party in the same boat? Pretty much the only people who aren't similarly challenged are casters with spells without material components.
True, but Artificers are unique in that all their cantrips and spells have a "Material Component" added to them.
In my party alone we have a Warlock, Monk, Paladin and Artificer.
The Warlock has access to all of her spells (Scared Flame, Eldritch Blast, Prestidigitation, Guiding Bolt and Cure Wounds) with the exception of the Light cantrip (requires Material component). She also has access to her Healing Light class feature.
The Monk is a monk (obviously) and doesn't require any equipment, technically for any class feature or even weapons.
The only one partially in the same situation as me is the Paladin, which has to resort to fisticuffs instead of his Great Sword... But even then at level one the paladin has access to all of his class features since neither Divine Sense or Lay on Hands requires a holy symbol.
As a kobold I have a strength of 6, so my unarmed attacks deal 0 damage. So I can really only Grovel, Cower, and Beg once per short or long rest and do the Dodge / Help action. Magical Tinkering and any Spell requires tools.
Personally I think there might be an argument to allow Artificers the ability to cast cantrips without tools, though that might ruin the artificing tinkering theme. Though sometimes functionality might need to supersede form.
In my games, damage cannot be reduced to 0 because of strength or the likes... it is always 1. otherwise its ridiculous that a low strength score can make you hit for 0. i'm really not thge strongest guy in the world. if i had to say i'd say my strength score alone right now must be about 4-5 i really can't lift anything... yet if i hit someone i will hurt him. so a negative bonus should never stop someone from hurting any other. thus i use the never below 1 damage rule. i know its homebrew, but hey, my players are happy with it. and it makes sense.
As for your tools... just create them yourself. the crafting rules in the PHB are clear about that one... you should have no problem crafting your artisan tools or the warlock creating his focus back.
Crafting
You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan's tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smith's tools needs a forge in order to craft a sword or suit of armor.
For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5-gp increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself.
Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 gp.
While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost (see chapter 5 for more information on lifestyle expenses).
looking at tools, it shouldn't take your character more then 5 days to recreate his tools. so unless you are in a hurry, you should take your time to recreate what you need. just like in life, if you dont have what you need, you search a way to get what you need. there is no reasons for your characters to not look for their stuff by either making make shift crafts who allows some use. it would be ridiculous for your DM to stick you in a boat where you can't recreate your tools without tools. anything can literally serve as a tool for your craft if you have a bit of imagination. like a knife for a screwdriver. with the right materials you should be able to make some temporary makeshift tools for you to cast something.
in my games, it happenned a few times where the wizards had lost their focus. players were thinking i had nerfed them badly, until one of them just simply asked, can i make another one ? my answer was yes you can. he said ok i'll make another one. then i asked what are you using and how do you proceed in doing that. at first he was lost, then he said. i'use a rope, split it in 3, use one of them for a necklace, then i'll polish a stone i'll take the time to to choose one that seems rarer and all. then i'll take another stone and carve the symbol of the school i am using. and then i'll take a bit of time to infuse it with my inner magic. you know attune to it and make sure it can power my spells. i was in awe at how he descibed it and thus i felt like it was cheating if i was not giving it to him. and thus after about a total of 8 hours of works, he had crafted himself a temporary spell focus that was basic, couldn't go beyond level 2 spells. but at least he had some of his spells back and the player was happy with it. it was working until he had bought a new focus that actually worked as before. the wizard was level 9 at the time so it can tell you something.
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Damage always dealing at least 1 damage is a house rule, which works for your group, great, but isn't necessarily always the case.
Crafting your own tools would work...Except you need artisan tools to craft them (first paragraph). So how am I supposed to craft artisan tools if I need artisan tools to craft said artisan tools?
Damage always dealing at least 1 damage is a house rule, which works for your group, great, but isn't necessarily always the case.
Crafting your own tools would work...Except you need artisan tools to craft them (first paragraph). So how am I supposed to craft artisan tools if I need artisan tools to craft said artisan tools?
Have a check with your DM, I expect he would be up for chopped stones and pieces of wood standing in for your artisans tools, hell it could play into your lore going forward with that character.
He will be in favour of giving you something at this point and it is easier than saying “ohh this random X had some in his pocket.” (Or at least he should be)
Did you choose your proficiency tools already and have a very strict idea of your character? Might need to get creative and adjust it to proceed. Just my advice.
As per traditional character creation, I selected proficiencies then, I don't have an exceptionally strict idea for spell and infusion tinkering, except it does have a steam punky theme. Mostly tinkerer's and thieve tools.
And even if he let me "tinker" together a home made artisan's tools, none of us have any gold to buy the supplies (per rules of mundane item creation).
But.. we're not talking about a repeating crossbow, we're talking about regular crossbow... sorry but crossbows in our history has changed nothing on the battlefirld. while repeating crossbows have evolved into the guns we have today. and guns have changed the battlefields. if you wanna play by words, then anything can be an artillery including your kitchen knife. because i could potentially create a machine that shoots kitchen knives. that doesn't mean its artillery or should be considered artillery. artillery has always been big, things that are heavy and very mechanical. as an exemple, a bow cannot be considered artillery. in our own millitary, the infantry is not called artillery, yet they have guns and the likes... yet you dont talk about artillery when speaking of the infantry.
thats all im saying here...
in the case of fantasy magical settings, then magic is your artillery most of the time. which is why a wand "could" be called artillery. but i doubt it would if it only cast cantrips. cantrips are easy to do things, considering that as artillery is the same as calling a bow and arrow as artillery. thats not at all whats its supposed to be. so that point i agree with others, the wand serve no purpose here. at that point i'd create a wand specialist instead. if you want an artillerist to be an artillery, he needs to be able to actually do some things related to artillery. and it needs to be big.
at this point i can safely say that instead of being an artillerist, i'd create a wizard evocations and i'd do more of a job then the artificer.
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Cross bows certainly were had a significant impact. They are also a far better comparison to early guns then repeating crossbows. Unlike traditional bows, crossbows required far less training and skill. That is their significance, much the same impact as guns. Beyond this aforementioned impact, you seem to disregard the time to develop multi firing guns, and finally the fact that repeating crossbows were never ubiquitous weapons, rather they were quite obscure.
Unless when you say repeating crossbow, you refer to something like a polybolos. In which case, this is a pretty disingenuous comparison or analogue to your prior bfg description, as this really implied something more akin to modern artilery or explosive weapons that can be relatively easily used by a single person.
If we are going down the path of historical accuracy, anything I think anyone would agree on calling medieval or older artillery, is unrealistic to expect a single individual to construct, arm and fire once in six seconds. Good thing this is fantasy.
What is the fascination with describing in one breath the historical significance of X, and in the next comparing it to the imaginary worlds of D&D? Those are non-overlapping. If we want to dispute that we’ve got a lion’s share of work ahead of us.
General artificer discussion:
We are most definitely discussing repeating crossbows when we talk about using crossbow expert since it is taking away the loading feature, or making it automatic. This feat alone makes a hand crossbow superior to a dueling pistol, add in sharpshooter and you’ve out stripped most firearms on range, without having to worry about a misfire. That being said, firearms could be used as well (DM permitting) to a similar effect, misfires being the big downer here. (if only there were a feat to do away with misfires, no one would pick a different weapon)
Artillerist:
As for the artillerist, the easiest change they could make to cut through all the back n’ forth... change the name. It was a bad name choice. On this I think we all agree. If I had my druthers, they would trash the wands, change the name to something defensive sounding, and make the turrets mobile cover for the group without micromanagement. This would keep the subclass as a unique type of support, firing off big spells while adding a great AC boost to those close by AND changing the field of combat.
... Or we wait and hope they drop artillerist completely (keep alchemist as is FFS) and replace it with something new.
Porphy:
The goal of using a bit of our historical madness is to actually give a sense of immersion that warrants a bit of... how can i say it... actual realism instead of having people shoot thru walls or see thru walls or whatever other bullshit. if there is no set ruling on whatever we are discussing then it is not even worth talking about.
as for repeating crossbows... i have to ask, what kind of repeating crossbows you are asking for ? because as far as i know, the only way to make a repeating crossbow would be to make it shoot AoE style. otherwise you are giving the artificer a weapon that strickly better then any other weapons to any other characters. if say your repeating crossbow can make two attacks per attack actions without the need for extra attack, then that crossbow is millions of times better then any other weapons out there. and if you are talking about feats, then anyone can simply do that repeating crossbow and thus its not really artificer worthy material. giving a feat to a class defeats the whole purpose of feats to begin with. which is to replace the ASI for versatility or abilities. this is not 3e where feats were part of character creation, you have to remember that feats are optionnals and that ASI in themselves are often better then feats to begin with.
overall, what im saying is... there is so much you can do in 5e before breaking the game mechanics and making the class overpowered.
if you want to give artillery to the class in the form of a repeating crossbow... i'd go for the AoE shooting ones. imagine a crossbow on a tripod with a manivel that the artificer rotates in order for him to shoot a volley. now thats what im talking about. the problem with this, is that if we create this kind of weapon, then anyone can just get there and turn the crank to do the same. wouldn't that be the same as any other wepaons and thus not be class material ? if you dont allow the others to use the same weapon, then immersion is broken for sake of mechanics and thats a no go for me.
as for guns...
sorry but a revolver does 2d8, thats bigger then even a great sword which is the best weapon and the revolver is one handed while the great sword is 2d6 two handed... where do you see the guns being weaker ? they dont have missfire either, but they have a huge pay off in exchange of their lower range compared to say the longbow who has much better range. they also requires a special proficiency. and if you are speaking of the muskets, they do 1d12, have no missfire either.
i think you are confusing an optionnal ruling from critical roll there. missfires are rulings in exandria (critical role setting), and if you are using the pepperbox and the likes, they are critical role "exandria settings" oriented and thus shouldn'T be counted because they are not designed by WotC to begin with. WotC has never designed anything with missfire, proof, if you do a search for missfire in beyond you will find literally 0 results.
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Try "misfire" in DDB search.
@Legacy_of_Lokk I think the "misfire" brought up in the DDB search is the rule from Crit Role, not an actual rule from WotC. I find it odd that they don't have it labelled as such though...
Looks like the whole Gunslinger implementation needs to be tidied up. I didn't even know they'd put it in, there's no way of telling from the menus etc.
Yes all items with misfire are from critical roll !
There is no misfire in phb dmg or any other official books. But i agree the items from other sources should be noted.
Bit of history... Anything related to gunslinger and his guns are from pathfinder. Thus critical roll adapted guns from path and thus misfire comes from there.
Also... Bit of history... Plate mail stops bullets from a 9mm caliber at any distances. So no guns werent used to stop plate mail. They were used because fighting in range is strickly better the sword. Also because plate mail was clunky to move in unlike leather armor which also semi stops 9mm bullets !
There are plenty of videos on youtube from blacksmiths prooving this.
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*strictly not strickly (not to be that guy who corrects spelling but i just noticed also *proving)
i like linguistics and, well, d&d, obviously. this bio hadn't been updated for 3 years so i figured i'd do that.
English not my primary language... Grammar shashmar !
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Had my second session as my Kobold Artificer. We were trying to escape the Drow encampment and get our equipment... Had a huge combat and resorted to jumping off the cliff into the water without getting any of our equipment. So I'm stuck without any artisan tools, hand crossbow or any gold to purchase said items. So combats will be filled with me doing nothing, really, since all my class features require artisan tools.
Isn't the rest of your party in the same boat? Pretty much the only people who aren't similarly challenged are casters with spells without material components.
Yeah casters are in the same boat. Fighters and barb are stuck with dealing 1+str.
Its not just you there.
But... I feel you... My wizard feel naked with his focus.
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True, but Artificers are unique in that all their cantrips and spells have a "Material Component" added to them.
In my party alone we have a Warlock, Monk, Paladin and Artificer.
As a kobold I have a strength of 6, so my unarmed attacks deal 0 damage. So I can really only Grovel, Cower, and Beg once per short or long rest and do the Dodge / Help action. Magical Tinkering and any Spell requires tools.
Personally I think there might be an argument to allow Artificers the ability to cast cantrips without tools, though that might ruin the artificing tinkering theme. Though sometimes functionality might need to supersede form.
If you have access to Carpernter's Tools and a stick of wood (or similar material) you might be able to carve yourself a wand to use as a focus thus negating the need for some material components. :)
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
Being able to use wands as a focus is at level 3 for an artillerist only. At level 1 you have to use artisan tools, of which due to the current scenario, I have none. At level 2 I can use one of my infused items as a focus and (fortunately) infusing an item does not require an artisan tool, so once I get to level 2 I should, technically be able to start casting spells if I don't already have an artisan tool kit yet.
I do find it odd that Infusions do not require artisan tools, but magical tinkering does. More specifically because the infusions are a lot more involved than magical tinkering does.
Perhaps they could append this to the end of Magical Tinkering to alleviate this problem?
Alternatively, as an action and without needing a set of artisan's tools, you can use Magical Tinkering to turn a tiny nonmagical object into Prototype Artisan's Tools. These Prototype Artisan's tools do count toward the maximum number of objects you can affect with this feature.
In my games, damage cannot be reduced to 0 because of strength or the likes... it is always 1. otherwise its ridiculous that a low strength score can make you hit for 0. i'm really not thge strongest guy in the world. if i had to say i'd say my strength score alone right now must be about 4-5 i really can't lift anything... yet if i hit someone i will hurt him. so a negative bonus should never stop someone from hurting any other. thus i use the never below 1 damage rule. i know its homebrew, but hey, my players are happy with it. and it makes sense.
As for your tools... just create them yourself.
the crafting rules in the PHB are clear about that one... you should have no problem crafting your artisan tools or the warlock creating his focus back.
looking at tools, it shouldn't take your character more then 5 days to recreate his tools. so unless you are in a hurry, you should take your time to recreate what you need. just like in life, if you dont have what you need, you search a way to get what you need. there is no reasons for your characters to not look for their stuff by either making make shift crafts who allows some use. it would be ridiculous for your DM to stick you in a boat where you can't recreate your tools without tools. anything can literally serve as a tool for your craft if you have a bit of imagination. like a knife for a screwdriver. with the right materials you should be able to make some temporary makeshift tools for you to cast something.
in my games, it happenned a few times where the wizards had lost their focus. players were thinking i had nerfed them badly, until one of them just simply asked, can i make another one ? my answer was yes you can. he said ok i'll make another one. then i asked what are you using and how do you proceed in doing that. at first he was lost, then he said. i'use a rope, split it in 3, use one of them for a necklace, then i'll polish a stone i'll take the time to to choose one that seems rarer and all. then i'll take another stone and carve the symbol of the school i am using. and then i'll take a bit of time to infuse it with my inner magic. you know attune to it and make sure it can power my spells. i was in awe at how he descibed it and thus i felt like it was cheating if i was not giving it to him. and thus after about a total of 8 hours of works, he had crafted himself a temporary spell focus that was basic, couldn't go beyond level 2 spells. but at least he had some of his spells back and the player was happy with it. it was working until he had bought a new focus that actually worked as before. the wizard was level 9 at the time so it can tell you something.
DM of two gaming groups.
Likes to create stuff.
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Damage always dealing at least 1 damage is a house rule, which works for your group, great, but isn't necessarily always the case.
Crafting your own tools would work...Except you need artisan tools to craft them (first paragraph). So how am I supposed to craft artisan tools if I need artisan tools to craft said artisan tools?
Have a check with your DM, I expect he would be up for chopped stones and pieces of wood standing in for your artisans tools, hell it could play into your lore going forward with that character.
He will be in favour of giving you something at this point and it is easier than saying “ohh this random X had some in his pocket.” (Or at least he should be)
Did you choose your proficiency tools already and have a very strict idea of your character? Might need to get creative and adjust it to proceed. Just my advice.
As per traditional character creation, I selected proficiencies then, I don't have an exceptionally strict idea for spell and infusion tinkering, except it does have a steam punky theme. Mostly tinkerer's and thieve tools.
And even if he let me "tinker" together a home made artisan's tools, none of us have any gold to buy the supplies (per rules of mundane item creation).