As it is, giving the battle smith all those smites is a waste in my opinion. Odds are you won't waste bonus actions on them. You'd probably use them on your Iron Defender. I'd much rather have seen the Battle Smith get the Shield spell.
I definitely agree here. I can't see using any low level smite over [Tooltip Not Found] and iron defender combo.
@Arutha thanks for linking to the Dragon+. I agree that they seem to be taking Artillerist in a direction they shouldn't, but I guess we'll see in the next iteration; besides that, most everything does sound good.
Also, I just have to say it, Petrified Doughnut should totally be an infusion. =P
Huh. So I was reading thru the archivist and I noticed that the information overload feature doesn't have a cap on the amount of extra damage it can deal. I'm having difficulty believing this was left in intentionally because then that would mean RAW an archivist 3/fullcaster 15 could spend a 9th-level spell slot to deal an extra 10d8 psychic damage with information overload @_@
It is actually more than that. The damage from the spell is 10d8, but that is extra damage in addition to the 4d8 that the information overload already potentially causes. So 14d8 total, and requires a second intelligence save or be stunned. That seems like a lot initially, until you start looking at the cost. For one, Information Overload is a "Save or Die" type spell... Meaning if they make their Intelligence Save, that 14d8 damage goes down to 0, no half save. Additionally, what other things could you do with a 9th level spell?
The most obvious comparison is Psychic Scream. While Information Overload does deal more damage (14d8 compared to 14d6), Information Overload only targets one creature... while Psychic Scream targets ten creatures. Additionally, Psychic Scream is a Save for half damage spell and also includes the second intelligence save or be stunned for all ten creatures... Except Psychic Scream's stun lasts until the creature successfully makes a save, while Information Overload is only one turn.
So as a "9th level Spell" Information overload is underwhelming compared to Psychic Scream and I wouldn't really say it is overpowered. It is actually much better as a 1st level spell. At that point it is 6d8 Psychic + Stun. You're much more likely to use it that way and leave the higher spell slots for better spells.
As it is, giving the battle smith all those smites is a waste in my opinion. Odds are you won't waste bonus actions on them. You'd probably use them on your Iron Defender. I'd much rather have seen the Battle Smith get the Shield spell.
I definitely agree here. I can't see using any low level smite over arcane weapon and iron defender combo.
I think it is always important to have options, and though you can't stack [Tooltip Not Found] and the smites due to concentration, I could see where you might want the secondary effect that the smite grants. Additionally, at least if you use the bonus action for something other than the Iron Defender it auto-dodges.
Additionally, I don't see the Iron Defender's attack ability as a must-do-every-round like the Artillerist's turret. To me the Iron Defender is more defensive than offensive anyways (I mean it is in the name... "Defender"). It's damage isn't impressive, so sticking it in the thick of melee combat, Auto-Dodging , forcing disadvantage as reactions and opportunity attacking when necessary isn't a bad thing. Then, when you don't have anything else to do with the bonus action, having it bite is just that. A bonus.
As it is, giving the battle smith all those smites is a waste in my opinion. Odds are you won't waste bonus actions on them. You'd probably use them on your Iron Defender. I'd much rather have seen the Battle Smith get the Shield spell.
I definitely agree here. I can't see using any low level smite over arcane weapon and iron defender combo.
I think it is always important to have options, and though you can't stack Arcane Weapon and the smites due to concentration, I could see where you might want the secondary effect that the smite grants. Additionally, at least if you use the bonus action for something other than the Iron Defender it auto-dodges.
Additionally, I don't see the Iron Defender's attack ability as a must-do-every-round like the Artillerist's turret. To me the Iron Defender is more defensive than offensive anyways (I mean it is in the name... "Defender"). It's damage isn't impressive, so sticking it in the thick of melee combat, Auto-Dodging , forcing disadvantage as reactions and opportunity attacking when necessary isn't a bad thing. Then, when you don't have anything else to do with the bonus action, having it bite is just that. A bonus.
I do specifically call out "low level" smites. Searing smite will never be worth casting over [Tooltip Not Found] at less than 3rd level, which by then we will have better smites. Branding smite at least does a damage type that arcane weapon can't, but will still rarely be used over faerie fire for it's second effect. The 3rd and higher level smite spells all have more useful effects, all do better damage, and all might get cast occasionally.
But the level 1 battle smith spells in particular suck. I'd rather have shield and wrathful smite.
I definitely agree here. I can't see using any low level smite over arcane weapon and iron defender combo.
I think it is always important to have options, and though you can't stack Arcane Weapon and the smites due to concentration, I could see where you might want the secondary effect that the smite grants. Additionally, at least if you use the bonus action for something other than the Iron Defender it auto-dodges.
Additionally, I don't see the Iron Defender's attack ability as a must-do-every-round like the Artillerist's turret. To me the Iron Defender is more defensive than offensive anyways (I mean it is in the name... "Defender"). It's damage isn't impressive, so sticking it in the thick of melee combat, Auto-Dodging , forcing disadvantage as reactions and opportunity attacking when necessary isn't a bad thing. Then, when you don't have anything else to do with the bonus action, having it bite is just that. A bonus.
I do specifically call out "low level" smites. Searing smite will never be worth casting over arcane weapon at less than 3rd level, which by then we will have better smites. Branding smite at least does a damage type that arcane weapon can't, but will still rarely be used over faerie fire for it's second effect. The 3rd and higher level smite spells all have more useful effects, all do better damage, and all might get cast occasionally.
But the level 1 battle smith spells in particular suck. I'd rather have shield and wrathful smite.
True, I overlooked that word, was juggling formatting the post in a readable manner.
Granted Searing Smite is underwhelming, but the other smites the Battle Smith have do have situational uses where you might use them over Arcane Weapon.
I think they went with Searing over Wrathful because thematically Wrathful Smite as a more "spiritual" overtone to it than Searing Smite. I'd much rather have Thunderous Smite or Ensnaring Strike. Both would be fun to flavor, though Ensnaring Strike would break the flavor of having a Smite for each spell level. Also, I'm fine with Heroism as it is more support related and leave Shield for the Artillerist.
I was wondering what people would think of a new Artificer spell that would allow the Artificer to transform one of his active Infusions into a different one that s/he knows. The casting time would be 1 Action and would last 1 mnutes, Concentration.
I'd make it a 1st or maybe a 2nd level spell, and by expending higher level slots, you could us it on you higher level Infusions as they become available. The details of such a spell would have to be worked out.
Also, what do people think of adding Booming Blade & Green-flame blade to the Artificers lest of cantrips?
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Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
If you awakened your Artifical mind in a quarterstaff, would the staff now count as a magical weapon? No magical bonus of course?
"Whenever you finish a long rest and your calligrapher’s supplies are with you, you can magically rouse a keen mind within a Tiny, nonmagical object on which you write mystical symbols. The object is a magic item while the mind is inside it, and you can use it as a spellcasting focus."
It's a weapon and a magic item... up to the DM if that makes it a magic weapon for the purposes of damaging a creature who resists or is immune to nonmagical damage.
If you awakened your Artifical mind in a quarterstaff, would the staff now count as a magical weapon? No magical bonus of course?
"Whenever you finish a long rest and your calligrapher’s supplies are with you, you can magically rouse a keen mind within a Tiny, nonmagical object on which you write mystical symbols. The object is a magic item while the mind is inside it, and you can use it as a spellcasting focus."
It's a weapon and a magic item... up to the DM if that makes it a magic weapon for the purposes of damaging a creature who resists or is immune to nonmagical damage.
I'm more than fairly certain that a quarterstaff that becomes magical is considered a magical quarterstaff, a type of magic weapon.
If you awakened your Artifical mind in a quarterstaff, would the staff now count as a magical weapon? No magical bonus of course?
"Whenever you finish a long rest and your calligrapher’s supplies are with you, you can magically rouse a keen mind within a Tiny, nonmagical object on which you write mystical symbols. The object is a magic item while the mind is inside it, and you can use it as a spellcasting focus."
It's a weapon and a magic item... up to the DM if that makes it a magic weapon for the purposes of damaging a creature who resists or is immune to nonmagical damage.
I'm more than fairly certain that a quarterstaff that becomes magical is considered a magical quarterstaff, a type of magic weapon.
I think a relevant part here is "Tiny, nonmagical object" - unless your quarterstaff is less than 2.5 ft long, you won't be putting an Artificial mind in it any time soon! ^_^
I think a relevant part here is "Tiny, nonmagical object" - unless your quarterstaff is less than 2.5 ft long, you won't be putting an Artificial mind in it any time soon! ^_^
Though weapons do not have sizes with the exception of "Heavy" weapons giving disadvantage on attacks when being carried by small creatures...
One could argue that if a creature can carry a weapon without any trouble then that weapon must be smaller than the creature handling it.
Since a halfling, or some other small creature can hold a quarterstaff without trouble then that must mean that the quarterstaff is a smaller size than a small creature... and the next size smaller than it is tiny... so is a Quarterstaff tiny? I'd say yes and would allow the Quarterstaff to be awakened.
Huh. So I was reading thru the archivist and I noticed that the information overload feature doesn't have a cap on the amount of extra damage it can deal. I'm having difficulty believing this was left in intentionally because then that would mean RAW an archivist 3/fullcaster 15 could spend a 9th-level spell slot to deal an extra 10d8 psychic damage with information overload @_@
It is actually more than that. The damage from the spell is 10d8, but that is extra damage in addition to the 4d8 that the information overload already potentially causes. So 14d8 total, and requires a second intelligence save or be stunned. That seems like a lot initially, until you start looking at the cost. For one, Information Overload is a "Save or Die" type spell... Meaning if they make their Intelligence Save, that 14d8 damage goes down to 0, no half save. Additionally, what other things could you do with a 9th level spell?
The most obvious comparison is Psychic Scream. While Information Overload does deal more damage (14d8 compared to 14d6), Information Overload only targets one creature... while Psychic Scream targets ten creatures. Additionally, Psychic Scream is a Save for half damage spell and also includes the second intelligence save or be stunned for all ten creatures... Except Psychic Scream's stun lasts until the creature successfully makes a save, while Information Overload is only one turn.
So as a "9th level Spell" Information overload is underwhelming compared to Psychic Scream and I wouldn't really say it is overpowered. It is actually much better as a 1st level spell. At that point it is 6d8 Psychic + Stun. You're much more likely to use it that way and leave the higher spell slots for better spells.
It's worth clarifying that the second save and stun effect to the information overload feature is actually the archivist's level-14 feature, so the proposed multiclass combination would not even have that ability available.
Also, psychic scream is from Xanathar's Guide to Everything, which not every player will have access to if they're considering the proposed multiclass combination; the minimum any player should ever need to play any artificer is the artificer rules and the Player's Handbook. Now that I'm thinking about it, it feels like they're trying to facilitate access to the psychic scream spell without needing XGtE for it if the damage is intentionally uncapped. I'll admit, it does sound a little tinfoil-hat to say that they designed a subclass around such a specific spell; then again, this is D&D and who doesn't wanna exploit the rules sometimes?
An archivist 3/fullcaster 17 would a level-19 spellcaster with access to 9th-level spell slots AND spells and information overload. Alternatively, an archivist 6/fullcaster 14 would be a level-17 spellcaster with access to 9th-level spell slots, 7th-level spells, information overload, and your intelligence bonus to information overload.
You've convinced me that the lack of a cap to the extra damage is not as overpowered as I initially thought it was. Hell, you've also convinced that this could have been done VERY intentionally because I'm thinking of all sorts of interesting/thematic artificer 3/wizard X multiclass combinations now XD
Imagine, if you will, a warforged alchemist 3/transmuter 2+ with a homunculus named after one of the Seven Deadly Sins. Or an archivist 3/diviner 2+ levitating thru some ancient library, psychically blasting anything trying to interrupt them. Hell, a full artillerist would probably be envious of how much better an artillerist 3/evoker 2+ comparatively would be. OOH, an elven battle smith 3/bladesinger 2+ with studded leather and a rapier! Excuse me, I've got characters to build :P
Huh. So I was reading thru the archivist and I noticed that the information overload feature doesn't have a cap on the amount of extra damage it can deal. I'm having difficulty believing this was left in intentionally because then that would mean RAW an archivist 3/fullcaster 15 could spend a 9th-level spell slot to deal an extra 10d8 psychic damage with information overload @_@
It is actually more than that. The damage from the spell is 10d8, but that is extra damage in addition to the 4d8 that the information overload already potentially causes. So 14d8 total, and requires a second intelligence save or be stunned. That seems like a lot initially, until you start looking at the cost. For one, Information Overload is a "Save or Die" type spell... Meaning if they make their Intelligence Save, that 14d8 damage goes down to 0, no half save. Additionally, what other things could you do with a 9th level spell?
The most obvious comparison is Psychic Scream. While Information Overload does deal more damage (14d8 compared to 14d6), Information Overload only targets one creature... while Psychic Scream targets ten creatures. Additionally, Psychic Scream is a Save for half damage spell and also includes the second intelligence save or be stunned for all ten creatures... Except Psychic Scream's stun lasts until the creature successfully makes a save, while Information Overload is only one turn.
So as a "9th level Spell" Information overload is underwhelming compared to Psychic Scream and I wouldn't really say it is overpowered. It is actually much better as a 1st level spell. At that point it is 6d8 Psychic + Stun. You're much more likely to use it that way and leave the higher spell slots for better spells.
You've convinced me that the lack of a cap to the extra damage is not as overpowered as I initially thought it was. Hell, you've also convinced that this could have been done VERY intentionally because I'm thinking of all sorts of interesting/thematic artificer 3/wizard X multiclass combinations now XD
Yeah it's not as much the lack of damage cap, as the fact that the Manifest Mind is immune to damage and can spam Information Overload endlessly anywhere within 300ft of the archivist's hidden body.
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
Huh. So I was reading thru the archivist and I noticed that the information overload feature doesn't have a cap on the amount of extra damage it can deal. I'm having difficulty believing this was left in intentionally because then that would mean RAW an archivist 3/fullcaster 15 could spend a 9th-level spell slot to deal an extra 10d8 psychic damage with information overload @_@
It is actually more than that. The damage from the spell is 10d8, but that is extra damage in addition to the 4d8 that the information overload already potentially causes. So 14d8 total, and requires a second intelligence save or be stunned. That seems like a lot initially, until you start looking at the cost. For one, Information Overload is a "Save or Die" type spell... Meaning if they make their Intelligence Save, that 14d8 damage goes down to 0, no half save. Additionally, what other things could you do with a 9th level spell?
The most obvious comparison is Psychic Scream. While Information Overload does deal more damage (14d8 compared to 14d6), Information Overload only targets one creature... while Psychic Scream targets ten creatures. Additionally, Psychic Scream is a Save for half damage spell and also includes the second intelligence save or be stunned for all ten creatures... Except Psychic Scream's stun lasts until the creature successfully makes a save, while Information Overload is only one turn.
So as a "9th level Spell" Information overload is underwhelming compared to Psychic Scream and I wouldn't really say it is overpowered. It is actually much better as a 1st level spell. At that point it is 6d8 Psychic + Stun. You're much more likely to use it that way and leave the higher spell slots for better spells.
You've convinced me that the lack of a cap to the extra damage is not as overpowered as I initially thought it was. Hell, you've also convinced that this could have been done VERY intentionally because I'm thinking of all sorts of interesting/thematic artificer 3/wizard X multiclass combinations now XD
Yeah it's not as much the lack of damage cap, as the fact that the Manifest Mind is immune to damage and can spam Information Overload endlessly anywhere within 300ft of the archivist's hidden body.
That doesn't really bother me that much. 300 feet is relatively close and "hiding" your body limits a lot of what else you can do. So yes you gain some advantages, but at the cost of spamming a 1d8 to 4d8 "Save or no damage" feature or expending slots to make it deal more damage? Is it powerful? Yes. Overpowered? I don't believe so.
And though it is immune to damage it isn't immune to magical effects such as Antimagic Zones or Dispel Magic.
Huh. So I was reading thru the archivist and I noticed that the information overload feature doesn't have a cap on the amount of extra damage it can deal. I'm having difficulty believing this was left in intentionally because then that would mean RAW an archivist 3/fullcaster 15 could spend a 9th-level spell slot to deal an extra 10d8 psychic damage with information overload @_@
It is actually more than that. The damage from the spell is 10d8, but that is extra damage in addition to the 4d8 that the information overload already potentially causes. So 14d8 total, and requires a second intelligence save or be stunned. That seems like a lot initially, until you start looking at the cost. For one, Information Overload is a "Save or Die" type spell... Meaning if they make their Intelligence Save, that 14d8 damage goes down to 0, no half save. Additionally, what other things could you do with a 9th level spell?
The most obvious comparison is Psychic Scream. While Information Overload does deal more damage (14d8 compared to 14d6), Information Overload only targets one creature... while Psychic Scream targets ten creatures. Additionally, Psychic Scream is a Save for half damage spell and also includes the second intelligence save or be stunned for all ten creatures... Except Psychic Scream's stun lasts until the creature successfully makes a save, while Information Overload is only one turn.
So as a "9th level Spell" Information overload is underwhelming compared to Psychic Scream and I wouldn't really say it is overpowered. It is actually much better as a 1st level spell. At that point it is 6d8 Psychic + Stun. You're much more likely to use it that way and leave the higher spell slots for better spells.
You've convinced me that the lack of a cap to the extra damage is not as overpowered as I initially thought it was. Hell, you've also convinced that this could have been done VERY intentionally because I'm thinking of all sorts of interesting/thematic artificer 3/wizard X multiclass combinations now XD
Yeah it's not as much the lack of damage cap, as the fact that the Manifest Mind is immune to damage and can spam Information Overload endlessly anywhere within 300ft of the archivist's hidden body.
That doesn't really bother me that much. 300 feet is relatively close and "hiding" your body limits a lot of what else you can do. So yes you gain some advantages, but at the cost of spamming a 1d8 to 4d8 "Save or no damage" feature or expending slots to make it deal more damage? Is it powerful? Yes. Overpowered? I don't believe so.
And though it is immune to damage it isn't immune to magical effects such as Antimagic Zones or Dispel Magic.
You also need to see the target creature within 5 ft of the manifested mind. I would say it's up to your DM to rule if you could reasonably see a target 300 ft away in order to use information overload on it.
Also, couldn't a creature simply just run away from the manifested mind? It's not like the manifested mind could make an opportunity attack, and as written it can only move up to 30 ft using your bonus action. So a creature with a speed of 30 ft could move and Dash away from a manifested mind and be fine as long as they kept out of the manifested mind's information overload range. Sounds balanced to me.
I think a relevant part here is "Tiny, nonmagical object" - unless your quarterstaff is less than 2.5 ft long, you won't be putting an Artificial mind in it any time soon! ^_^
Good point. I'd have to go with a club-size rod.
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Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
Yeah it's not as much the lack of damage cap, as the fact that the Manifest Mind is immune to damage and can spam Information Overload endlessly anywhere within 300ft of the archivist's hidden body.
That doesn't really bother me that much. 300 feet is relatively close and "hiding" your body limits a lot of what else you can do. So yes you gain some advantages, but at the cost of spamming a 1d8 to 4d8 "Save or no damage" feature or expending slots to make it deal more damage? Is it powerful? Yes. Overpowered? I don't believe so.
And though it is immune to damage it isn't immune to magical effects such as Antimagic Zones or Dispel Magic.
You also need to see the target creature within 5 ft of the manifested mind. I would say it's up to your DM to rule if you could reasonably see a target 300 ft away in order to use information overload on it.
Also, couldn't a creature simply just run away from the manifested mind? It's not like the manifested mind could make an opportunity attack, and as written it can only move up to 30 ft using your bonus action. So a creature with a speed of 30 ft could move and Dash away from a manifested mind and be fine as long as they kept out of the manifested mind's information overload range. Sounds balanced to me.
Not 100% true, the target has to be a creature within 5 feet of the manifested mind and one creature you or your mind can see. So as long as the manifested mind can see the creature within 5 feet of it, you can information overload it.
I think a relevant part here is "Tiny, nonmagical object" - unless your quarterstaff is less than 2.5 ft long, you won't be putting an Artificial mind in it any time soon! ^_^
Good point. I'd have to go with a club-size rod.
Well, what if it was a quarterstaff for ants?
*strikes Blue Steel pose*
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I definitely agree here. I can't see using any low level smite over [Tooltip Not Found] and iron defender combo.
@Arutha thanks for linking to the Dragon+. I agree that they seem to be taking Artillerist in a direction they shouldn't, but I guess we'll see in the next iteration; besides that, most everything does sound good.
Also, I just have to say it, Petrified Doughnut should totally be an infusion. =P
It is actually more than that. The damage from the spell is 10d8, but that is extra damage in addition to the 4d8 that the information overload already potentially causes. So 14d8 total, and requires a second intelligence save or be stunned. That seems like a lot initially, until you start looking at the cost. For one, Information Overload is a "Save or Die" type spell... Meaning if they make their Intelligence Save, that 14d8 damage goes down to 0, no half save. Additionally, what other things could you do with a 9th level spell?
The most obvious comparison is Psychic Scream. While Information Overload does deal more damage (14d8 compared to 14d6), Information Overload only targets one creature... while Psychic Scream targets ten creatures. Additionally, Psychic Scream is a Save for half damage spell and also includes the second intelligence save or be stunned for all ten creatures... Except Psychic Scream's stun lasts until the creature successfully makes a save, while Information Overload is only one turn.
So as a "9th level Spell" Information overload is underwhelming compared to Psychic Scream and I wouldn't really say it is overpowered. It is actually much better as a 1st level spell. At that point it is 6d8 Psychic + Stun. You're much more likely to use it that way and leave the higher spell slots for better spells.
I think it is always important to have options, and though you can't stack [Tooltip Not Found] and the smites due to concentration, I could see where you might want the secondary effect that the smite grants. Additionally, at least if you use the bonus action for something other than the Iron Defender it auto-dodges.
Additionally, I don't see the Iron Defender's attack ability as a must-do-every-round like the Artillerist's turret. To me the Iron Defender is more defensive than offensive anyways (I mean it is in the name... "Defender"). It's damage isn't impressive, so sticking it in the thick of melee combat, Auto-Dodging , forcing disadvantage as reactions and opportunity attacking when necessary isn't a bad thing. Then, when you don't have anything else to do with the bonus action, having it bite is just that. A bonus.
I do specifically call out "low level" smites. Searing smite will never be worth casting over [Tooltip Not Found] at less than 3rd level, which by then we will have better smites. Branding smite at least does a damage type that arcane weapon can't, but will still rarely be used over faerie fire for it's second effect. The 3rd and higher level smite spells all have more useful effects, all do better damage, and all might get cast occasionally.
But the level 1 battle smith spells in particular suck. I'd rather have shield and wrathful smite.
True, I overlooked that word, was juggling formatting the post in a readable manner.
Granted Searing Smite is underwhelming, but the other smites the Battle Smith have do have situational uses where you might use them over Arcane Weapon.
I think they went with Searing over Wrathful because thematically Wrathful Smite as a more "spiritual" overtone to it than Searing Smite. I'd much rather have Thunderous Smite or Ensnaring Strike. Both would be fun to flavor, though Ensnaring Strike would break the flavor of having a Smite for each spell level. Also, I'm fine with Heroism as it is more support related and leave Shield for the Artillerist.
I was wondering what people would think of a new Artificer spell that would allow the Artificer to transform one of his active Infusions into a different one that s/he knows. The casting time would be 1 Action and would last 1 mnutes, Concentration.
I'd make it a 1st or maybe a 2nd level spell, and by expending higher level slots, you could us it on you higher level Infusions as they become available. The details of such a spell would have to be worked out.
Also, what do people think of adding Booming Blade & Green-flame blade to the Artificers lest of cantrips?
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
Another question, for a Archivist:
If you awakened your Artifical mind in a quarterstaff, would the staff now count as a magical weapon? No magical bonus of course?
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
If you cast light on a quarter staff does that make it magical weapon?
"Whenever you finish a long rest and your calligrapher’s supplies are with you, you can magically rouse a keen mind within a Tiny, nonmagical object on which you write mystical symbols. The object is a magic item while the mind is inside it, and you can use it as a spellcasting focus."
It's a weapon and a magic item... up to the DM if that makes it a magic weapon for the purposes of damaging a creature who resists or is immune to nonmagical damage.
I'm more than fairly certain that a quarterstaff that becomes magical is considered a magical quarterstaff, a type of magic weapon.
Certainly sounds reasonable enough.
I think a relevant part here is "Tiny, nonmagical object" - unless your quarterstaff is less than 2.5 ft long, you won't be putting an Artificial mind in it any time soon! ^_^
Though weapons do not have sizes with the exception of "Heavy" weapons giving disadvantage on attacks when being carried by small creatures...
One could argue that if a creature can carry a weapon without any trouble then that weapon must be smaller than the creature handling it.
Since a halfling, or some other small creature can hold a quarterstaff without trouble then that must mean that the quarterstaff is a smaller size than a small creature... and the next size smaller than it is tiny... so is a Quarterstaff tiny? I'd say yes and would allow the Quarterstaff to be awakened.
It's worth clarifying that the second save and stun effect to the information overload feature is actually the archivist's level-14 feature, so the proposed multiclass combination would not even have that ability available.
Also, psychic scream is from Xanathar's Guide to Everything, which not every player will have access to if they're considering the proposed multiclass combination; the minimum any player should ever need to play any artificer is the artificer rules and the Player's Handbook. Now that I'm thinking about it, it feels like they're trying to facilitate access to the psychic scream spell without needing XGtE for it if the damage is intentionally uncapped. I'll admit, it does sound a little tinfoil-hat to say that they designed a subclass around such a specific spell; then again, this is D&D and who doesn't wanna exploit the rules sometimes?
An archivist 3/fullcaster 17 would a level-19 spellcaster with access to 9th-level spell slots AND spells and information overload. Alternatively, an archivist 6/fullcaster 14 would be a level-17 spellcaster with access to 9th-level spell slots, 7th-level spells, information overload, and your intelligence bonus to information overload.
You've convinced me that the lack of a cap to the extra damage is not as overpowered as I initially thought it was. Hell, you've also convinced that this could have been done VERY intentionally because I'm thinking of all sorts of interesting/thematic artificer 3/wizard X multiclass combinations now XD
Imagine, if you will, a warforged alchemist 3/transmuter 2+ with a homunculus named after one of the Seven Deadly Sins. Or an archivist 3/diviner 2+ levitating thru some ancient library, psychically blasting anything trying to interrupt them. Hell, a full artillerist would probably be envious of how much better an artillerist 3/evoker 2+ comparatively would be. OOH, an elven battle smith 3/bladesinger 2+ with studded leather and a rapier! Excuse me, I've got characters to build :P
Yeah it's not as much the lack of damage cap, as the fact that the Manifest Mind is immune to damage and can spam Information Overload endlessly anywhere within 300ft of the archivist's hidden body.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
That doesn't really bother me that much. 300 feet is relatively close and "hiding" your body limits a lot of what else you can do. So yes you gain some advantages, but at the cost of spamming a 1d8 to 4d8 "Save or no damage" feature or expending slots to make it deal more damage? Is it powerful? Yes. Overpowered? I don't believe so.
And though it is immune to damage it isn't immune to magical effects such as Antimagic Zones or Dispel Magic.
You also need to see the target creature within 5 ft of the manifested mind. I would say it's up to your DM to rule if you could reasonably see a target 300 ft away in order to use information overload on it.
Also, couldn't a creature simply just run away from the manifested mind? It's not like the manifested mind could make an opportunity attack, and as written it can only move up to 30 ft using your bonus action. So a creature with a speed of 30 ft could move and Dash away from a manifested mind and be fine as long as they kept out of the manifested mind's information overload range. Sounds balanced to me.
Good point. I'd have to go with a club-size rod.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
Not 100% true, the target has to be a creature within 5 feet of the manifested mind and one creature you or your mind can see. So as long as the manifested mind can see the creature within 5 feet of it, you can information overload it.
Well, what if it was a quarterstaff for ants?
*strikes Blue Steel pose*