So I want to give my wizard a dip into Artificer primarily for the armor and shield proficiency. The tinkering could be tactically useful and the spells would boost my support and utility abilities, though that's all secondary to making my character more sturdy. The reason why I'm going with Artificer over Cleric is because this character doesn't meet the stat requirements.
I would still like to make use of the Artificer spells, however, any Artificer spell with M component(which is 4/5 that I want to prepare) require the Artificers tools to cast. With one hand holding a shield I would have to switch between casting items with the other hand. Can't use spell focus and component pouch, RAW, is not a work around. I don't want to pick up any more than 1 Art level so the infusion workaround is not an option. I'm thinking I'll ask my DM if my character can just try to take the wizards arcane focus and Artificer tool and just tie them together or glue them or something? Any suggestions for any better workaround or alternate solution?
We're currently playing ToA w/ 2014 rules. I believe I have a correct interpretation of the rules around putting away or dropping the spell focus to wield the Artificer Tool, but would like to know what you all would say about it.
With the 2014 rules you shouldn't be required to burn any sort of object interaction resources when using a component pouch (or even when accessing the actual material component being carried on your person if choosing to play that way). As a Wizard, you would begin with your hand free, then, when you take the Cast a Spell action to cast your spell you can bring that free hand into contact with your component pouch (that you are wearing as a belt) as part of the spell casting process "within" that Cast a Spell action. At the conclusion of this spellcasting action, your hand is free again. The rules state that you can use a Component Pouch in place of the components specified for the spell. If directly interacting with the actual components specified for the spell instead, you are only required to access those components. You never actually have to "hold", "pick up", "stow" or any other such activity that might be deemed to require the use of an object interaction.
By using the above play style as a Wizard, you would be able to use an object interaction to "draw" your tools to cast your Artificer spells. Then, on the next turn, if desired, you could use your object interaction to "stow" that tool in order to free up your hand to "access" the necessary components for your Wizard spell.
All artificer spells are required to be cast with either thieves' tools or artisan tools you are proficient in. It doesn't matter if the spell you are casting normally has a material component or not and a spell component pouch doesn't help. The Artificer spellcasting feature requires that you use one of those tools as a spellcasting focus.
A Ruby of the War Mage should cover both classes allowing you to have a shield and a weapon.
If you don't mind a second dip, you get the Infuse Item at Artificer 2 and can use an infused item as a spellcasting focus (Might I suggest Mind Sharpener armor or +1 armor?).
So I want to give my wizard a dip into Artificer primarily for the armor and shield proficiency. The tinkering could be tactically useful and the spells would boost my support and utility abilities, though that's all secondary to making my character more sturdy. The reason why I'm going with Artificer over Cleric is because this character doesn't meet the stat requirements.
I would still like to make use of the Artificer spells, however, any Artificer spell with M component(which is 4/5 that I want to prepare) require the Artificers tools to cast. With one hand holding a shield I would have to switch between casting items with the other hand. Can't use spell focus and component pouch, RAW, is not a work around. I don't want to pick up any more than 1 Art level so the infusion workaround is not an option. I'm thinking I'll ask my DM if my character can just try to take the wizards arcane focus and Artificer tool and just tie them together or glue them or something? Any suggestions for any better workaround or alternate solution?
We're currently playing ToA w/ 2014 rules. I believe I have a correct interpretation of the rules around putting away or dropping the spell focus to wield the Artificer Tool, but would like to know what you all would say about it.
With the 2014 rules you shouldn't be required to burn any sort of object interaction resources when using a component pouch (or even when accessing the actual material component being carried on your person if choosing to play that way). As a Wizard, you would begin with your hand free, then, when you take the Cast a Spell action to cast your spell you can bring that free hand into contact with your component pouch (that you are wearing as a belt) as part of the spell casting process "within" that Cast a Spell action. At the conclusion of this spellcasting action, your hand is free again. The rules state that you can use a Component Pouch in place of the components specified for the spell. If directly interacting with the actual components specified for the spell instead, you are only required to access those components. You never actually have to "hold", "pick up", "stow" or any other such activity that might be deemed to require the use of an object interaction.
By using the above play style as a Wizard, you would be able to use an object interaction to "draw" your tools to cast your Artificer spells. Then, on the next turn, if desired, you could use your object interaction to "stow" that tool in order to free up your hand to "access" the necessary components for your Wizard spell.
War Caster feat. It's good for WIzards, anyways, so it wouldn't be a waste of a feat.I misunderstood the feat, for a second there. Ruby of the War Mage is the only possible thing I can think of.
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All artificer spells are required to be cast with either thieves' tools or artisan tools you are proficient in. It doesn't matter if the spell you are casting normally has a material component or not and a spell component pouch doesn't help. The Artificer spellcasting feature requires that you use one of those tools as a spellcasting focus.
A Ruby of the War Mage should cover both classes allowing you to have a shield and a weapon.
If you don't mind a second dip, you get the Infuse Item at Artificer 2 and can use an infused item as a spellcasting focus (Might I suggest Mind Sharpener armor or +1 armor?).
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