Any hope of the Artificer ability "Infuse Magic" moving from level 18 to level 5 replacing "The Right Cantrip for the Job"?
Spell-Storing Item is an iconic, interesting, and unique ability pushed so far to the late game of the class most players will never see it. (I have only ever play a game higher than level 14 once in many years of playing D&D and it was a one shot)
The Right Cantrip for the Job is all most entirely redundant to an over looked Artificer ability "When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list." The difference being the time restraint. However, in practice If I can't change a spell as an action in combat that time difference is of no relevance and I will simply keep a set of what I consider to be the best cantrips ready for what I don't know. Additionally its redundant to Artillerist's Wand Prototype ability to change out a cantrip on a long rest... so its also removing a unique ability of a subclass.
I really feel like "The Right Cantrip for the Job" should be removed or switched to "as a bonus action a number of times per day equal to your spell caster modifier" and moved to level 18. In either case you move Spell-Storing Item to level 10 meaning it late enough not to be broken but early enough that player are more likely to get a chance to use this iconic ability.
Am I crazy? Am I missing something? I have seen videos about feedback on the v2 artificer but no one mentioned this and I feel like this is the #1 missed issue with the class. Its more of an issue to me than all the artificer having "pets".... though that is the only other issue. They don't call them that for 2 of the 4 subclasses but the turrets and Artificial mind count as far as I am concerned. That said it is really only the Alchemical Homunculus I don't like as it leans a bit too necromantic, Frankinstinish, and gross for my tastes… so I will not play the Alchemist.... that's not a big deal. I LOVE the Battle Smith and its Iron Defender which makes it better at tanking and maybe someone else likes to be a necromancer that heals. So really, my only real issue is Spell-Storing Item, a core class ability being, is all but removed because the pushed it so far back I will never see it and to a level of which it has been out passed to the point of almost not being useful when you get it. At level 10 however, it's still very useful even though its limited to 1st and 2nd level spells and full casters are using 5th and 6th level spells that can replace it, at the very least it allows those casters to save those spell slots for better effect.
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The lack of inflection in text means that a reader of any post adds their own inflection as they "verbalize" it in their head. I write long and repetitive in an effort to be clear and avoid my intent from being skewed or inverted. I am also bad at examples. It is common for people to skim my posts pull out the idea they think I mean or want to argue against or focus on my bad example instead of the point I am actually trying to make. I apologies for the confusion my failure to be clear and concise creates.
Late, but I'm diving around looking for stuff to write anyways so I'll poke it.
Frankly? You're nuts. TRCftJ is one of the most powerful abilities an artificer has. Nobody else in the game can change their cantrips AT ALL, let alone on a short rest. On top of that, Artificers get one of the most diverse and useful cantrip lists in the game. The casters that can prepare their spell lists on long rest are usually considered to have a huge edge over innate casters who have to pick a single, generally small, selection of spells they're stuck with for good, and [i]nobody[/i] gets any spell preparation options for their cantrips. Being able to change their most commonly used and useful toolbelt spells out on rest is more of a Class Defining Feature than "Ten extra Cure Wounds per rest".
The Artillerist gains the ability to have extra cantrips, and can change out more of them on a rest. its ability to add ability bonus damage to any damage cantrip of its choice (or any two, at higher levels) is a great perk for improving their combat reliability, especially since the turret kinda sucks - and their ability to use their wand to store combat cantrips so their regular toolbelt can be much more useful utility magic is awesome. Artillerists aren't hurting because SSI is a late-game feature.
Really. As cool as SSI is, it's more or less a bonus. I'd much rather have the ability to flip my toolkit around as required and avoid being locked out of spells I need because the game is stingy with cantrips.
Any hope of the Artificer ability "Infuse Magic" moving from level 18 to level 5 replacing "The Right Cantrip for the Job"?
Spell-Storing Item is an iconic, interesting, and unique ability pushed so far to the late game of the class most players will never see it. (I have only ever play a game higher than level 14 once in many years of playing D&D and it was a one shot)
The Right Cantrip for the Job is all most entirely redundant to an over looked Artificer ability "When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list." The difference being the time restraint. However, in practice If I can't change a spell as an action in combat that time difference is of no relevance and I will simply keep a set of what I consider to be the best cantrips ready for what I don't know. Additionally its redundant to Artillerist's Wand Prototype ability to change out a cantrip on a long rest... so its also removing a unique ability of a subclass.
I really feel like "The Right Cantrip for the Job" should be removed or switched to "as a bonus action a number of times per day equal to your spell caster modifier" and moved to level 18. In either case you move Spell-Storing Item to level 10 meaning it late enough not to be broken but early enough that player are more likely to get a chance to use this iconic ability.
Am I crazy? Am I missing something? I have seen videos about feedback on the v2 artificer but no one mentioned this and I feel like this is the #1 missed issue with the class. Its more of an issue to me than all the artificer having "pets".... though that is the only other issue. They don't call them that for 2 of the 4 subclasses but the turrets and Artificial mind count as far as I am concerned. That said it is really only the Alchemical Homunculus I don't like as it leans a bit too necromantic, Frankinstinish, and gross for my tastes… so I will not play the Alchemist.... that's not a big deal. I LOVE the Battle Smith and its Iron Defender which makes it better at tanking and maybe someone else likes to be a necromancer that heals. So really, my only real issue is Spell-Storing Item, a core class ability being, is all but removed because the pushed it so far back I will never see it and to a level of which it has been out passed to the point of almost not being useful when you get it. At level 10 however, it's still very useful even though its limited to 1st and 2nd level spells and full casters are using 5th and 6th level spells that can replace it, at the very least it allows those casters to save those spell slots for better effect.
The lack of inflection in text means that a reader of any post adds their own inflection as they "verbalize" it in their head. I write long and repetitive in an effort to be clear and avoid my intent from being skewed or inverted. I am also bad at examples. It is common for people to skim my posts pull out the idea they think I mean or want to argue against or focus on my bad example instead of the point I am actually trying to make. I apologies for the confusion my failure to be clear and concise creates.
Late, but I'm diving around looking for stuff to write anyways so I'll poke it.
Frankly? You're nuts. TRCftJ is one of the most powerful abilities an artificer has. Nobody else in the game can change their cantrips AT ALL, let alone on a short rest. On top of that, Artificers get one of the most diverse and useful cantrip lists in the game. The casters that can prepare their spell lists on long rest are usually considered to have a huge edge over innate casters who have to pick a single, generally small, selection of spells they're stuck with for good, and [i]nobody[/i] gets any spell preparation options for their cantrips. Being able to change their most commonly used and useful toolbelt spells out on rest is more of a Class Defining Feature than "Ten extra Cure Wounds per rest".
The Artillerist gains the ability to have extra cantrips, and can change out more of them on a rest. its ability to add ability bonus damage to any damage cantrip of its choice (or any two, at higher levels) is a great perk for improving their combat reliability, especially since the turret kinda sucks - and their ability to use their wand to store combat cantrips so their regular toolbelt can be much more useful utility magic is awesome. Artillerists aren't hurting because SSI is a late-game feature.
Really. As cool as SSI is, it's more or less a bonus. I'd much rather have the ability to flip my toolkit around as required and avoid being locked out of spells I need because the game is stingy with cantrips.
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