Every Artificer Has Thieves and Tinkers tool proficiency. This is fine for most builds, but roll play wise, i hate it. Why would a Potion Maker or Seamstress know how to pick locks or fix a clock? I wish WotC gave players the option to choose their tool proficiency. I'm honestly surprised it wasn't included in Tasha's, either by default, or as a Optional Feature.
Edit: I know there are other ways to acquire tool proficiency, and that a DM could easily say you can have X proficiency as long as you don't use Y. That's not my point. My issue is that there are options to alter the proficiencies from Races and Backgrounds, but the Artificer doesn't even get a Optional Feature to allow the player to remove the Thief and Tinker tool proficiency and exchange them for something more fitting for their character. For example, a Alchemist can start with Poison and Herbalism tool proficiency, cause they studied how to make potions, not fix clocks. Sure, they could get those proficiencies from their background or race, but the player should be the one to make that choice, not be forced to by the menu not allowing something so simple as replacing proficiencies, something all classes get for their skills.
Which is why l created the post to voice my confusion and disappointment that, even with Tasha's opening up so much freedom, the artificer wasn't given "Choose any two tool proficiencies"(Not including musical instruments) instead of "You are proficient in Thieves tools and Tinkers tools, no exception".
The idea of the Artificer is that they're tinkerers and come up with magical (pseudo-magical?) inventions, which is why I imagine that they get those proficiencies. Even the alchemist comes from that design space.
I'm not sure how a seamstress would really fit in with the class. I mean, if you're trying to play a seamstress (and nothing else mixed in), then I think your seamstress having proficiency in tinkering tools is the least of your challenges in RP.
Tasha's also includes the option to swap out proficiencies, for what it's worth.
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Tools can be learned with downtime. With no int bonus and a trainer, it normally takes 10 weeks, so about a month and a half.
You may find this magic item interesting, though.... All Purpose Tool
Ten weeks are two and a half months
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There's always the possibility of reskinning certain tools to suit a concept, or asking the DM if it's okay to swap tool proficiencies. It doesn't need to be an official option, in my opinion. DMs are as always free to include or ignore RAW at their discretion.
And on a personal note, when the alchemist in my campaign asked to swap tinker's tools for an herbalism kit proficiency to go along with his snake oil salesman vibe, I allowed it. Is an herbalism kit an artisan's tool? No. Did I care? Nope. It's a proficiency; it wasn't gonna break anything to make an exception that small so my player could enjoy his character more.
Even if you're an alchemist, you infuse magic items and have a class ability called Magical Tinkering. It's just a core part of the class identity, for better and for worse.
I'd say that if you wanted to play a character that studied alchemy or weaving but didn't want a tinker vibe, you should probably play another class that better fits your concept and just pick up those proficiencies via background.
1) Tinker's tools are non-specific. Yes, they include hand tools. They also include thread, needle, and a small pot of glue. Are you saying a seamstress would not need this? And a potion maker will also need the hand tools. Think of Tinker's tools as an "Intro to Makers" class.
2) Thieves Tools are the more advanced set of tools. They use that for Magical Tinkering, one of the first things an Apprentice Artificer learns.
Basically, your problem is the name they are given (Tinkerer and Thieves), but this just comes from the original use, not what they are currently used for.
What am I missing, here? The class gets "Thieves' tools, tinker's tools, one type of artisan's tools of your choice." Are you saying you want a fourth?
In addition to your background which is probably where you'd get something like seamstress or potion maker.
Tasha's also includes the option to swap out proficiencies, for what it's worth.
Not the artificers tool proficiencies. Otherwise, l wouldn't have made this post. Also, I would, as l mentioned in the source post, give the player the ability to choose any two tool proficiencies. That way, for example, a Alchemist can start with poison and herbalist tool proficiency, cause they studied how to make potions, not fix clocks.
Tasha's also includes the option to swap out proficiencies, for what it's worth.
Not the artificers tool proficiencies. Otherwise, l wouldn't have made this post. Also, I would, as l mentioned in the source post, give the player the ability to choose any two tool proficiencies. That way, for example, a Alchemist can start with poison and herbalist tool proficiency, cause they studied how to make potions, not fix clocks.
That wasn't the question I asked. I asked which other ones you'd think would be better, not whether you would give them the current ones.
And as I mentioned, the same book makes it RAW that you can swap them out.
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Yeah, as soon as you use the word "stretch", we are into scope creep. "Mr. DM, what I want is just a tiny bit more than what is allowed.". Then the next player comes along, with the same argument, building off the first player's new baseline.
As I said, Artificer was originally, exclusive to Eberron. Suddenly, it was not. Not scope creep, but scope leap. The Artificer class is already an immensely powerful class, without giving it more goodies.
Swapping herbalism kit for thieves' tools is not making the class more powerful. Picking locks and disarming traps is way more useful than the ability to spend a week of downtime making a healing potion.
Potions of Healing require the requisite herbs be bought (or foraged, I suppose) and take 8 hours or so minimum to brew. It's not going to break the game to allow a character to do that given the significant investment of resources involved in making it. Not to mention that players tend to hoard consumables instead of use them...
I remember when I was building my artificer my dm, who didn't know the class inside and out, was confused why I had thieves tool proficiency, since it seemed odd for him. We kind of justified that it's really more like having locksmiths tools and just general skill with little tools that happen to be useful for thieves.
Yeah, as soon as you use the word "stretch", we are into scope creep. "Mr. DM, what I want is just a tiny bit more than what is allowed.". Then the next player comes along, with the same argument, building off the first player's new baseline.
As I said, Artificer was originally, exclusive to Eberron. Suddenly, it was not. Not scope creep, but scope leap. The Artificer class is already an immensely powerful class, without giving it more goodies.
Swapping herbalism kit for thieves' tools is not making the class more powerful. Picking locks and disarming traps is way more useful than the ability to spend a week of downtime making a healing potion.
I think what Baron is arguing is that the swapping itself is a benefit. There is power in flexibility, and picking three tools of your choice is quite a bit more flexible than two specific tools and one of your choice. It's a very small boost given how relatively powerless tools are by RAW, but it's a boost nonetheless.
I'll say it again, if you want to be a seamstress and don't want anything to do with tinkering, don't be an artificer. Take a background - Clan Crafter, Failed Merchant, Guild Artisan, etc that gives you weaver's tools. If you want multiple tools of your choice, take the Skilled feat. Artificer does not have a monopoly on making things any more than Fighter has a monopoly on swinging a sword.
While I don't think houseruling this would break anything, I also don't think is worth houseruling if your game is fairly RAW. The options are there to create what you want, and a houserule in this case is really an excuse to get that same benefit without paying the RAW cost.
My previous character was an Arcane Trickster Rogue/Wizard with a guild artisan background in weaving. Made clothes and cloth pouches in her downtime. Totally don't need to be an Artificer just to be a craftsperson.
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Getting an herbalism tool proficiency is as easy as taking the hermit background or other that offers it. Or making a custom background. Then you don’t have to use your artificer tool proficiency for it. Same for seamstress, it’s what backgrounds are about.
Every Artificer Has Thieves and Tinkers tool proficiency. This is fine for most builds, but roll play wise, i hate it. Why would a Potion Maker or Seamstress know how to pick locks or fix a clock? I wish WotC gave players the option to choose their tool proficiency. I'm honestly surprised it wasn't included in Tasha's, either by default, or as a Optional Feature.
Edit: I know there are other ways to acquire tool proficiency, and that a DM could easily say you can have X proficiency as long as you don't use Y. That's not my point. My issue is that there are options to alter the proficiencies from Races and Backgrounds, but the Artificer doesn't even get a Optional Feature to allow the player to remove the Thief and Tinker tool proficiency and exchange them for something more fitting for their character. For example, a Alchemist can start with Poison and Herbalism tool proficiency, cause they studied how to make potions, not fix clocks. Sure, they could get those proficiencies from their background or race, but the player should be the one to make that choice, not be forced to by the menu not allowing something so simple as replacing proficiencies, something all classes get for their skills.
Which is why l created the post to voice my confusion and disappointment that, even with Tasha's opening up so much freedom, the artificer wasn't given "Choose any two tool proficiencies"(Not including musical instruments) instead of "You are proficient in Thieves tools and Tinkers tools, no exception".
What options would you give?
The idea of the Artificer is that they're tinkerers and come up with magical (pseudo-magical?) inventions, which is why I imagine that they get those proficiencies. Even the alchemist comes from that design space.
I'm not sure how a seamstress would really fit in with the class. I mean, if you're trying to play a seamstress (and nothing else mixed in), then I think your seamstress having proficiency in tinkering tools is the least of your challenges in RP.
Tasha's also includes the option to swap out proficiencies, for what it's worth.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Ten weeks are two and a half months
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
There's always the possibility of reskinning certain tools to suit a concept, or asking the DM if it's okay to swap tool proficiencies. It doesn't need to be an official option, in my opinion. DMs are as always free to include or ignore RAW at their discretion.
And on a personal note, when the alchemist in my campaign asked to swap tinker's tools for an herbalism kit proficiency to go along with his snake oil salesman vibe, I allowed it. Is an herbalism kit an artisan's tool? No. Did I care? Nope. It's a proficiency; it wasn't gonna break anything to make an exception that small so my player could enjoy his character more.
Even if you're an alchemist, you infuse magic items and have a class ability called Magical Tinkering. It's just a core part of the class identity, for better and for worse.
I'd say that if you wanted to play a character that studied alchemy or weaving but didn't want a tinker vibe, you should probably play another class that better fits your concept and just pick up those proficiencies via background.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
1) Tinker's tools are non-specific. Yes, they include hand tools. They also include thread, needle, and a small pot of glue. Are you saying a seamstress would not need this? And a potion maker will also need the hand tools. Think of Tinker's tools as an "Intro to Makers" class.
2) Thieves Tools are the more advanced set of tools. They use that for Magical Tinkering, one of the first things an Apprentice Artificer learns.
Basically, your problem is the name they are given (Tinkerer and Thieves), but this just comes from the original use, not what they are currently used for.
I suspect this is a problem best solved by asking the DM if you can swap tools.
What am I missing, here? The class gets "Thieves' tools, tinker's tools, one type of artisan's tools of your choice." Are you saying you want a fourth?
In addition to your background which is probably where you'd get something like seamstress or potion maker.
Not the artificers tool proficiencies. Otherwise, l wouldn't have made this post. Also, I would, as l mentioned in the source post, give the player the ability to choose any two tool proficiencies. That way, for example, a Alchemist can start with poison and herbalist tool proficiency, cause they studied how to make potions, not fix clocks.
That wasn't the question I asked. I asked which other ones you'd think would be better, not whether you would give them the current ones.
And as I mentioned, the same book makes it RAW that you can swap them out.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Swapping herbalism kit for thieves' tools is not making the class more powerful. Picking locks and disarming traps is way more useful than the ability to spend a week of downtime making a healing potion.
Potions of Healing require the requisite herbs be bought (or foraged, I suppose) and take 8 hours or so minimum to brew. It's not going to break the game to allow a character to do that given the significant investment of resources involved in making it. Not to mention that players tend to hoard consumables instead of use them...
I remember when I was building my artificer my dm, who didn't know the class inside and out, was confused why I had thieves tool proficiency, since it seemed odd for him. We kind of justified that it's really more like having locksmiths tools and just general skill with little tools that happen to be useful for thieves.
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I think what Baron is arguing is that the swapping itself is a benefit. There is power in flexibility, and picking three tools of your choice is quite a bit more flexible than two specific tools and one of your choice. It's a very small boost given how relatively powerless tools are by RAW, but it's a boost nonetheless.
I'll say it again, if you want to be a seamstress and don't want anything to do with tinkering, don't be an artificer. Take a background - Clan Crafter, Failed Merchant, Guild Artisan, etc that gives you weaver's tools. If you want multiple tools of your choice, take the Skilled feat. Artificer does not have a monopoly on making things any more than Fighter has a monopoly on swinging a sword.
While I don't think houseruling this would break anything, I also don't think is worth houseruling if your game is fairly RAW. The options are there to create what you want, and a houserule in this case is really an excuse to get that same benefit without paying the RAW cost.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
My previous character was an Arcane Trickster Rogue/Wizard with a guild artisan background in weaving. Made clothes and cloth pouches in her downtime. Totally don't need to be an Artificer just to be a craftsperson.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
Getting an herbalism tool proficiency is as easy as taking the hermit background or other that offers it. Or making a custom background. Then you don’t have to use your artificer tool proficiency for it. Same for seamstress, it’s what backgrounds are about.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?