The Artificer Artillerist Guide

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  • Опубліковано 26 гру 2024

КОМЕНТАРІ • 380

  • @justmonica9253
    @justmonica9253 4 роки тому +213

    Tip: Have your party members stand where you think you'll use the flamethrower. This will increase the number of targets and boost your damage output.

    • @jacobhamilton2473
      @jacobhamilton2473 Рік тому +6

      I like the way you think. Are you a fan of the "aim the fireball at your monk" school of thought?

    • @bcw1nc865
      @bcw1nc865 11 місяців тому +3

      Mathematically true! :D
      I'm sure they'll understand

  • @S4R1N
    @S4R1N Рік тому +4

    The homunculus servant absolutely can activate it, "or some other action".
    "the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action."

  • @leonard-paulkuiper9068
    @leonard-paulkuiper9068 5 років тому +133

    I'm currently playing a level 11 Artillerist Artificer in a friend's campaign. My favourite combo for big battles is to cast Haste on turn one, then use the additional action granted by Haste to take the Use an Object action to activate my Spell-Storing Item with Scorching Ray or Shatter stored, then use my bonus action to activate my Eldritch Cannon. Following turns I'll do the same thing whilst also using my regular action to cast Firebolt. I'll have to remember the Find Familiar trick when I get to level 12. My Artificer has been a real blast to play so far.

    • @WexMajor82
      @WexMajor82 5 років тому +19

      Heh.
      A blast.

    • @zwordsman
      @zwordsman 5 років тому +6

      That's a good combo. Will have to steal it for my Alchemist . Acidi Arrows in my case.
      I wonder if the level 5 ability works on that or not.

    • @PredatorH2O
      @PredatorH2O 4 роки тому +2

      When storing Scorching Ray could you do it using a 3rd+ level spell slot? It should still be considered a 2nd level spell.

    • @135Fenrir
      @135Fenrir 4 роки тому +1

      Also remember that spells like Dragon Breath?? (Xan's) don't require an attack action....and Imps and Sprites can go Invisible. So you now have a permanently invisible tiny dragon hitting multiple people, on top of giving them the focus for another spell option, like maybe Grease for crowd control, then lighting them up with a fire breath.

    • @sorendakari3519
      @sorendakari3519 3 роки тому

      instablaster...

  • @Pooverse
    @Pooverse 3 роки тому +25

    I think I have a couple honorable mentions for optimizing this build.
    (Be aware these ideas are a little more viable using Tashas optional race options)
    High Elf race gives you an extra cantrip from the wizards spell list (uses Int).
    The cantrip “Gust” can move medium or smaller enemies 5ft away from you, OR it can move OBJECTS up to 10ft away from you. The cannon counts as an object! Use this to move the cannon 10 extra feet, or move enemies into groups the cannon can hit multiple targets in.
    “Mage Hand” can hold tiny objects, and the cannon can be made into a tiny object! Mage hand and can hold the cannon in the air to keep it safe from melee or be used to give the cannon 45ft total of movement when combined with its movement and your action.
    Thorn Whip cantrip can pull target up to 10ft closer to you
    If your trying to maximize your flame thrower cannon damage, all these cantrips might help in maximizing your chances at hitting multiple targets.

    • @GrimViridian
      @GrimViridian 3 роки тому +3

      One of my friends used the homunculus to carry their flamethrower

  • @SharanjitPaddam
    @SharanjitPaddam 5 років тому +87

    Summary
    1: Warforged: INT, Intimidation, Vehicles (Land). PB: 10/14/14/15/10/8 . Artificer 1: Perception, Arcana, Alchemist Supplies, Firebolt, Acid Splash, Detect Magic, Faerie Fire, Catapult. Shipwright: Acrobatics. Scale Mail, Dagger, Light Crossbow Sell. Buy Shield + Half Plate + Alchemist Kit.
    3: Artificer 3: Enhanced Arcane Focus, Enhanced Defence, Enhanced Weapon, Bag of Holding, Artillerist, Alarm, (Acid Splash) Mending
    4: Artificer 4: ASI INT x2, Absorb Elements, Identify
    8: Artificer 8: Radiant Weapon, Repulsion Shield, (Enhance Weapon), Boots of Elvenkind, ASI INT x2, Web, Lessor Restoration, Rope Trick
    12: Artificer 12: Eyes of the Eagle, Winged Boots, Ritual Caster (Wizard), Find Familiar, Unseen Servant, Revivify, Dispel Magic, Ray of Frost
    17: Artificer 17: Amulet of Health, Belt of Hill Giant Strength, Element Adept (Fire), Thorn Whip, Arcane Eye, Greater Restoration

  • @marblemaster1
    @marblemaster1 5 років тому +27

    "Low Charisma because they keep blowing things up." You just described my own Artillerist in a nutshell.
    Thank you so much for this video; you've given me a ton of further ideas on how to play him!

  • @youtubeseagull
    @youtubeseagull 5 років тому +61

    ty so much by the way, my friend is an artillerist in my campaign and this helps me understand how to run it and also have mucho fun

  • @sixty5202
    @sixty5202 5 років тому +39

    Friend was playing a Artillerist in our level 20 game, and it's pretty nasty how much damage that the class can put out.
    The other thing with animate objects is that you'd probably get them with friendly fire, between Shatter and Flamethrowers.
    Hell between a tiny objects 10 con, and disadvantage on the save, it will probably last all of two turns.
    Only other comment is that once you are hitting 11th level, I'd say the force ballistas are better in practice than the Flamethrowers.
    Placing a pair of 15ft cones optimally from the position of your big dumb fighter on your turn gets substantially harder once what your facing has movement options.
    Force ballistas just require being within 60ft of the target, and are seldom resisted.
    The other fun combo that has been used was taking a dip in warlock, since that gets you a slot each short rest for turrets, along with hex.
    Hex works fairly well when you throw in three scorching ray beams per round plus two turret hits.

    • @bigdream_dreambig
      @bigdream_dreambig 4 роки тому +5

      Actually, the Force Ballista need only be within 120 feet of the target, so it's even better than you say. 👍 However, they can't hit multiple creatures.

    • @dontme6996
      @dontme6996 4 роки тому +1

      I'd argue that Battle Smith is better. Getting an infused pistol and having broth the crossbow expert and sharpshooter makes it to where you have 3 attacks per round and you can fire your pistol as much as you want. Get arcane jolt and you have an extra 4d6 per turn. That's 7d6 per round of combat for 5 rounds assuming you're 20th level with 20 int. It can even go higher, with an Int of 24 or 22? You do more damage with your pistol, and you're not sacrificing a spell slot (of which artificer is already heavily limited).

    • @sixty5202
      @sixty5202 4 роки тому

      Dade Pritchett sure, but you are looking at a much higher feat investment.
      Artillerist I think also has better spells overall.
      The problem i see with a martial oriented battlesmith is that you end up being a discount fighter.

    • @dontme6996
      @dontme6996 4 роки тому +2

      @@sixty5202 You get smite spells with Artificer (DnDbeyond lemme do it, so if that's wrong, blame them). So, as a BA, you can use branding smite spell (2d6, at higher levels it gets extra d's, ya know), use Arcane Jolt after the hits dealing 7d6 in one attack, 14d6 on a crit. That's ignoring your usual +6 bonus damage. You can also use Sharpshooter a d get an extra 10 damage, so a normal FIRST attack deals 7d6+16 damage with an average of a 12 to hit at 17th level. Artillerist is cool and all, and can effectively get any form it wants out of the cannon turning it into any weapon in the game so long as it fits the dimensions (you can probably have a shield cannon).
      At the end of the day, I just don't see how Artillerist can compete with Battle Smith without being solely reliant on it's cannon and a handful of uses of scorching ray. You can get catapult and do consistently more damage with a javelin by 5th level.

    • @dontme6996
      @dontme6996 4 роки тому +1

      @@sixty5202 Forgot to mention that you can also just run VA human bc it's absolutely broken and you're looking at 1 feat oit of 5 ASI levels. If you don't want to run one of the 2 feats, then you can just go straight melee instead and get effectively a better build because SD uses his own reaction and you can get 3 melee attacks with Sentinel.
      On top of all that, Artillerist can't really succeed as a spell casting class because you get 2 5th level spell slots maximum without sacrificing damage on your cannon, and the spells are okay at best, but if you're gonna run a half spell caster, then run a bard fighter/barbarian combo or something because artificer simply doesn't have the capabilities to run a true spell casting roll because you're sacrificing a spell slot to just summon a cannon after 1 hour.

  • @ethanabla2509
    @ethanabla2509 4 роки тому +14

    New errata allows for homunculus to use spell storing item, so our level 12 asi can be something else!

  • @WexMajor82
    @WexMajor82 5 років тому +79

    How to fix the alchemist?
    Give him a spell like Catapult, only scaled to cantrip level (1d8 bludgeoning sounds fine at level 1) and only starting from him (so he can only throw things he's touching).
    You can call it "Fling".

    • @Hothhorn
      @Hothhorn 5 років тому +4

      Sounds like magic stobe

    • @zEr-ne5ri
      @zEr-ne5ri 4 роки тому

      @WexMajor82 alchemist use fling.

    • @colinsmith1495
      @colinsmith1495 4 роки тому +2

      I'd allow the alchemist to make potions from a select list, similar to Infusions (start with a few, gain more as you level). I imagine you can make Int+Prof items per long rest, and all become inert at the end of the next long rest. Options would include various thrown AoE lingering effects, such as:
      30 ft radius of burning oil for X turns, 1d6 fire damage and a Dex save or creatures catch on fire
      20 ft radius sphere of cold air for X turns, 1d6 cold damage and a Con save or slowed on next turn
      20 ft radius sphere of acid cloud for X turns, 1d6 acid damage and a Con save or .... confused for next round? Some toxic effect
      20 ft radius sphere of healing gas for X turns, 1d6 healing each turn and repeat save against any ongoing effects, grants advantage if they already get a repeat save
      30 ft radius of scattered herbs for X turns, creatures in the area are immune to poisons and poison damage and gain advantage on saves against mind effects
      Stuff like that. Turn duration should scale with level rather than damage or effect, is my thought. It's up to the alchemist to position the effects well and the party to keep allies/enemies in/out as appropriate. Honestly, the alchemist is the least inspiring of the subclasses and clearly had the least thought put into it.

    • @Aerostorm56
      @Aerostorm56 3 роки тому

      Question - as an Artificer, even an alchemist should have access to a Sling that allows them to use their potions, poisons ect as ammo and become a bomb thrower?

    • @theLuvpanda1
      @theLuvpanda1 Рік тому

      You can use the catapult spell to fling potions and concoctions such as alchemist fire for extra damage.

  • @binolombardi
    @binolombardi 5 років тому +7

    I noticed earlier that if you have a mode of flight from a racial option,feat, spell, or magic item that the thornwhip cantrip can potentially to more useful.
    If the large or smaller creature is successfully hit by the spell and pulled up, it then falls taking an extra 1d6 bludgeoning damage from the fall and is automatically prone due to fall rules.
    I’m doing this with a feral flight variant tiefling artificer artillerist. It’s a melee option of 30 ft and is actually slightly better than a light crossbow at low levels as long as the upward pull is achieved. It can be very helpful with keeping a creature in an area of effect since they sacrifice half movement to stand up. Also potentially generating advantage for martial characters.
    The flamethrower range is far enough to hover slightly above the creature and continue this. It reminds me of the eagles that throw goats off mountains to eat them, if the eagles also had flamethrowers... :D

    • @TreantmonksTemple
      @TreantmonksTemple  5 років тому +2

      Yes, I agree that Thornwhip would be a good choice here.

  • @johngleeman8347
    @johngleeman8347 5 років тому +9

    The dream of all Glitterboys, to be your death suit instead of the pilot!
    I was really impressed with your calculations TM. I initially wrote off the flamethrower cannons because I assumed that the referee will start swamping the party with fire resistant/immune enemies after the artillerist starts finding some success. And having it perched on the BSF's shoulders is a great idea. XD

  • @toshomni9478
    @toshomni9478 4 роки тому +3

    A very interesting and informative video. I think no matter what your DM does you are bound to run into a lot of creatures resistant to fire. Going with Force Ballista means you don't have to worry as much about being that dependent on fire and still do a lot of damage. I think it's also a good idea to take Magic Initiate, instead of Ritual Caster, so you can get Hex to add to your cantrips or Scorching Rays.

  • @Twilight5007
    @Twilight5007 5 років тому +37

    Always fun to see the stats. Move over sorlock, we got a new blaster option.

    • @pencilbender
      @pencilbender 3 роки тому +1

      does it really compete, though?

    • @DragonKingSkye
      @DragonKingSkye 2 роки тому +2

      @@pencilbender Probably not. Sorlock is still basically a full caster as well as doing all that damage

  • @binolombardi
    @binolombardi 5 років тому +4

    Alchemist build- rogue thief dip.
    -Variant winged tiefling for dex, int, and limited flight.
    -3 levels of rogue for thief, fast hands ability.
    -pick thorn whip as cantrip
    - fly to an area 30ft above a large or smaller creature, but 10ft to a side.
    -use fast hands bonus action to drop caltrops below
    -use action to cast thornwhip, on hit the creature is pulled up and dropped, takes extra 1d6 fall damage, is prone
    - the creature also must make a DC 15 dex save to avoid the caltrop 1 damage, on a fail the creatures movement is reduced by 10 til it heals.
    - any creature with base 30ft speed will have to dash or risk being stuck in an area for several rounds.
    - could do a similar thing with a hunting trap or ball bearings.
    - after the initial set up a bonus action can be used to cast flaming sphere. The reduced movement might make the creature have to choose between taking an offensive action or attempting to get free.
    - can cast ray of frost to attempt to reduce movement even further
    - grease spell would add difficult terrain into the mix and may be worth starting out casting.

  • @gwenofair628
    @gwenofair628 4 роки тому +32

    Assuming a creature/enemy isn’t fire proof in anyway I found a way to do roughly 13 die of damage in one round with the artillerist by level five. By starting off as the human variant in order to attain the magic initiate feet you grab toll of the dead and eldridge blast as your cantrips and hex as your one first level spell.
    Once you hit level five it’s sort of goes down like this: first get your Eldredge cannon out and ready before a Bossfight then when you get chance hit him with hex and whatever damaging spell you want and on the next turn you unleashed complete and total hell. Assuming your intelligence ability score is fairly high and you don’t miss any of your shots you hit them with scorching ray (6d6fire damage) then prox your hex (3d6 necrotic damage) and since you are using your arcane fire arm you get the bonuses applied from that(1d8flat damage) and finally followed up with your eldridge canon(2d8fire/force) which prox your hex spell again (1d6 necrotic damage)
    So that’s 6d6 fire + 4d6 necrotic + 1d8 flat + 2d8 fire/force at lvl 5 just be ready to find some cover so you don’t get hit and loose conversation.

    • @Zankaroo
      @Zankaroo 4 роки тому

      One small thing, the cannon will not proc the 1d6 from hex as the cannon is a separate entity from you.

    • @X20Adam
      @X20Adam 4 роки тому +7

      @@Zankaroo The force ballista would proc Hex.
      Force Ballista- Make a ranged spell attack, originating from the cannon.
      You make the attack, from the cannons position.
      The Flame thrower won't proc Hex and Hunters Mark because both require you to hit with an attack.

    • @Zankaroo
      @Zankaroo 4 роки тому

      ​@@X20Adam I don't see it that ways. But w/e.

    • @X20Adam
      @X20Adam 4 роки тому +5

      @@Zankaroo Not really sure why you wouldn't. It's pretty clearly written.

    • @sandorfalusi3486
      @sandorfalusi3486 3 роки тому

      Would your artillery cannons gain from Hex? They are supposedly separate creatures, and you technically only command them to fire. It's up to DM interpretation I guess, but it's something you need to think about, and need to talk about with your DM before getting the feat.
      Also if you go warlock with Magic Initiate, you need to take it into account that your charisma will be the spellcasting ability for those spells, I've also heard before that you can only use the 1st level spell you learn with magic initiate only once, and only through that ability.

  • @ThyMasta2
    @ThyMasta2 5 років тому +21

    For my campaign I’m going to make a artificer, but I was torn. I either wanted to make a Battle Smith or Torbjorn (artillest) from overwatch. I was unsure how good the turrets would be if it would be worth it glad I caught this video right before i was making my character and I’m gonna enjoy playing as Torb very much

    • @Aerostorm56
      @Aerostorm56 3 роки тому

      My thought - Custom Race: Awoken Fauna, essentially biomutant. Learns alchemy and tinkering from a local gnome kind enough to teach and protect. Figures out black powder and accidentally creates a rocket propelled flask. Learns to hunt using firearms and his arcane abilities, goes to a forest and hunts hunters for revenge. Finds an Ent's head that was seperated from its body and cant seem to grow a new one, befriends and builds it a body. Use it as the cannon platform. Name it Root. The adventures of Rocket and Root :D

  • @Abbadon0678
    @Abbadon0678 5 років тому +16

    I just want that flying homunculus with two tiny mounted force balista's!

  • @patrick.ryan.driscoll
    @patrick.ryan.driscoll 3 роки тому +2

    You had me at "Glitter Boy"

  • @Red-wj4id
    @Red-wj4id Рік тому +1

    Love that you used the Glitterboy as a thumbnail and in the video.

  • @phonepolice
    @phonepolice 3 роки тому +1

    3rd ritual option on DNDBeyond seems to be for adding additional rituals to your book as if you select a ritual in that drop down it adds the spell to your repertoire and creates another drop down.

  • @sporksabre
    @sporksabre 4 роки тому +1

    Palladium Rifts was the first RPG I ever played, and the Glitter Boy my first OCC. Thanks for the nostalgia.

    • @Behindthejab
      @Behindthejab 3 роки тому

      I played a Rogue Scholar in a game full of dragons, glitterboys, SAMAS, and all kinds of crazy shit lol

  • @geoffreyperrin4347
    @geoffreyperrin4347 5 років тому +21

    I've been running dungeon of the mad mage and I gave my party an alchemist dwarf NPC since no one wanted to play a healer. I think it has been going reasonably well.
    To me, the alchemist is a great support npc or a good PC if damage isn't your end goal, but rather support is

    • @druxusthemage9806
      @druxusthemage9806 5 років тому +1

      I played a lvl 10 alch healbot it was awsome the only thing i disliked that there is no emphasis to use a higher level spell slot to cast your experimental elixirs. They upgraded the duration and amount healed and be a lot better

    • @zwordsman
      @zwordsman 5 років тому

      @@sharkforce8147 Nothing that I have seen about the artilirist suggest the temp hp works any differently than any other temp HP. Meaning it sticks around till long rest right? So even after that 1 hour you'll still have temp hp until you lose it~ very effective at lower levels

    • @zwordsman
      @zwordsman 5 років тому +1

      I'd love to hear what they tend to do during their rounds? I have an alchemist and I'm pondering dipping because it feels like my rounds are just "cantrip spam. Oh they went down, i have a slot left, here's a healing word" with the occasional "level 2 acid arrow! hell yea!" moments.
      I feel like it'll get a bit better at level 11 when I get the storing item. (Plan to put acid arrow or ray of sick.I love those spells).
      but most of the time in battle I feel a bit like I'm just standing there.

    • @geoffreyperrin4347
      @geoffreyperrin4347 5 років тому +2

      @@zwordsman since mine in an NPC, I like that he mostly does fire bolt (2d10+5 fire damage can be helpful) and healing word. He also helps with spells like Haste, and I might start making him use Web (a very good control spell for its level). I'm not sure how to make one more powerful as a PC. I like to add helpful NPCs to my games, and I typically have them be less damage focused because I never want them to overshadow the players and what they are capable of. Players might get annoyed if the NPC is using fireball all the time, but they'll never get mad that one is healing them
      Side note: my players do actually find it funny when the NPC's fire bolt crits and does 27 damage, but I think that's because it was a crit and thus was unexpected

    • @geoffreyperrin4347
      @geoffreyperrin4347 5 років тому

      @@sharkforce8147 I don't think that is a bad thing. A life domain cleric makes a great NPC, a valor bard makes a great NPC, and a druid can make a great NPC, but if all you want is damage them you might think they are worse as a PC. I could make an alchemist PC and find ways to have a lot of fun. I've heard of the "god wizard" which does a lot of buffing and crowd control and not much damage but it is super powerful because it makes the fight super in the players' favor. Power is not just damage, and an alchemist artificer can be super powerful if you build them like the god wizard (but just a little slower since they are half casters)

  • @user-mz2ow4ky7v
    @user-mz2ow4ky7v 5 років тому +18

    Played an alchemist who specialized is poisoning enemies using crafting rules, and threw at least one net a fight.
    The party's slogan is now "Nets are cool"

    • @zwordsman
      @zwordsman 5 років тому

      Nets are f un. What way did you get the profiency for it? (and dealing with the always disadvantage of them ?

    • @user-mz2ow4ky7v
      @user-mz2ow4ky7v 5 років тому

      Zwordsman dm ruled that nets shouldn’t have disadvantage when thrown at an adjacent creature. Nothing to back it up cause RAW it allways has disadvantage but that doesn’t make much sense. I didn’t have proficiency so I just hoped I rolled well, but against gobblins and mages with only 11-13 AC I allways managed to hit. Not good to throw on a tank or bruiser, but will ruin a mages day in a heartbeat.

    • @zwordsman
      @zwordsman 5 років тому

      nice GM!
      Yeah if you can swing it nets are really fun. I actually am tempted to pick up Rogue Theif 3 (or at least rogue 2) for my Alchemist to get a net.
      So that they can use the cunning action (lv2) unearthed arcana's Aim to get advantage to equal it out into a normal roll

    • @adamkaris
      @adamkaris 5 років тому

      Zwordsman Crossbow expert also removes the disadvantage of nets!

  • @DeanRuborn
    @DeanRuborn 5 років тому +8

    I think it would be cool if you'd do a video about an Alchemist, just to see how you'd flavor it. I think the high point of an Artificer is the amount of flavor you can muster.

  • @boydkleen5730
    @boydkleen5730 5 років тому +60

    You know you pretty much created the Mandolorian. Blaster, flamethrower, grappling line and even jetpack.
    Or maybe the Armorer from the Mandolorian.

    • @conradkorbol
      @conradkorbol 5 років тому

      Yeah this class is the Mandolorian. Thrown whip is a really cool for this build as well

    • @MisterSmith00
      @MisterSmith00 4 роки тому +1

      Been trying to choose between Artillerist or Armorer for a "Megaman" build.
      Artillerist has got a healthy variety of damage types (cantrips, force-damage with Eldritch Cannon, elemental spells), lending to Megaman's adaptibility.
      Armorer has a nifty backstory potential, where perhaps they were a gnome who was given an exo-armor to repair their physical damage. The spells and combat features have "decent" variety...not quite all the elements, but some good defensive buffs (Greater Invisibility, Mirrot Image)

    • @Aerostorm56
      @Aerostorm56 3 роки тому

      nope gonna make the winged boots be rocket boots Tada

  • @lucasramey6427
    @lucasramey6427 4 роки тому +1

    As a helpful tip absorb Elements works with any melee attack so you can boost the damage on shocking Grasp and any other melee spell attack

  • @Fuchsling
    @Fuchsling 5 років тому +1

    Greetings Treantmonk and thank you for all the videos throughout the year - wishing you and yours all the best, hope you keep hale and hearty and hope to see more if and from you in 2020, Fuchsling Denmark

  • @St_Bull89
    @St_Bull89 3 роки тому +1

    I apologise if this has already been thrown out there. I believe there could be a problem with mounting the tiny legged cannon on our buddy. As the text reads, a small eldritch cannon occupies its space and a tiny one can be held in one hand.
    Furthermore, the movement it gets through our bonus action states that it can be moved to an unoccupied(!) square .
    Perhaps the intent was to have it use up a hand, if we were to have it move on a person.
    As a DM, I probably would let it climb up on a buddy because it's such a cool image, however some may not.

  • @draegenwylder3508
    @draegenwylder3508 3 роки тому +1

    Love your thumbnail of a Rifts Glitterboy. Haven't seen one of those in years...

  • @sandorfalusi3486
    @sandorfalusi3486 3 роки тому

    I'm thankful that you mentioned the addendum about fire resistance at the end. But simple resistances can be countered by Elemental Adept. And even if you start going up against red dragons and fiends and elementals with full fire immunity, the Artillerist has alternate damage options. The Force Ballista is force damage, and that is probably the least resisted damage option. It only takes out the "multiple target" option from your calculations, and those numbers are still nothing to sneeze at. I personally like the Force Ballista more because of the long range and push back control aspect. But that is only a flavour. And you get these alternate damage options with most subclass spell levels. Thunderwave, Shatter, Ice Storm and Cone of Cold are awesome options.
    And it's nice to see this calculation, to see what a full blaster artillerist would be, but the Artificer class itself is primarily a utility/support class. They did make this subclass pretty blasty, though. :)

  • @Porphyrogenitus1
    @Porphyrogenitus1 5 років тому +38

    > Artificer was OP but they toned it down for the official version; now people are using their IRL equipment (a rattle and a bib) to complain about the power-down on the internets.
    Some things never change, at least.

  • @bryankia
    @bryankia 4 роки тому

    Quick now tell me what to do with an armor artificer! This is amazing. You sir are an artist. Have the best day.

  • @Fure2
    @Fure2 4 роки тому +1

    Love the rifts glitter boy thumbnail.

  • @kylehalpern6695
    @kylehalpern6695 3 роки тому

    You can also pass the spell stored item between multiple tiny servants as a nova or a summoned golem so we can also use the canon. Additionaly you can prep haste and cast a spell use the spell stored item and shoot the flame thrower all on the same turn.

  • @jimwolford7294
    @jimwolford7294 5 років тому +2

    I was planning on making a Kobold Artillerist. True there is no Int. bonus with the race, but with Pack Tactics, I'd have advantage on any spell attack made against targets near my allies. If the Force Ballista would benefit from the Enhanced Focus and the Pack Tactics, and using your figures for average AC at levels, this would give a 87% to 94% chance to hit at Tiers 1,2 and 3,4 respectively. For the level 3 spell, I would use Haste because Haste allows the target to make an additional action that includes the "Use an Object" and the spell storing device is described as an 'object' that a creature can 'use' to produce a spell effect. So each turn after Haste is cast the character could attack with Fire Bolt, bonus action attack with the Force Ballista and Haste Action use the spell storing device to produce Scorching Ray or Shatter.
    If the Pack Tactics and Enhanced Arcane focus applied to every attack roll listed above, then a Kobold would be a great Sniper who could protect his allies for ten rounds of combat by only using the daily Spell Storing device and a third level spell slot.

    • @jimwolford7294
      @jimwolford7294 5 років тому

      @@sharkforce8147 Perhaps the Artificer uses a hand crossbow as the spell storing device and adds a second trigger to the weapon, like an extra trigger for the grenade launcher. (Evil laughter added)

  • @BossMasterPangs
    @BossMasterPangs 3 роки тому +1

    Correct me if im wrong. But on 17:20 u mention that enhance arcane bonus effects the eldritch canon. But it doesnt since the spell originates from the canon and not from the characters arcane focus

    • @JaxonBurn
      @JaxonBurn 2 роки тому

      It does indeed work with the cannon. To benefit from the enhanced arcane focus, you simply need to be holding it while making a spell attack. You don't need to actually cast the spell through the focus. I realise that might seem counter-intuitive, but there are plenty of examples of items that state that you must actually use the focus to gain the benefits, but the enhanced arcane focus does not specify that so we can assume it doesn't apply. Moreover, the eldritch cannon/force ballista is simply the point of origin of the spell attack, but if you look carefully of the wording of the ability you'll notice that it is still actually *you* the artificer that is making the spell attack and so, as long as you are holding your enhanced arcane focus, the bonus to hit applies as normal.

  • @WolfHreda
    @WolfHreda 3 роки тому

    Pairing Repulsion Shield with your Arcane Firearm/Enhanced Spell Focus abilities sounds amazing. And stylish as hell.

  • @Ciberbuster
    @Ciberbuster 5 років тому +3

    Cool build, i also fear the artillerist would be outclassed in damage dealing but no, it's great. For your next artificer build would be awesome to see you exploiting the great out of combat/utility potential of the artificer, i believe this way the alchemist is viable, maybe it's the opportunity to show the artificer/wizard multiclass.

  • @KINFIN123
    @KINFIN123 5 років тому +3

    This comment will be about the Alchemist as Treantmonk mentioned he was disappointed with it. If you don’t care, Skip this comment.
    I was reluctant on the alchemist but I’ve come to enjoy it for the fact that it’s support becomes pretty reliable. The experimental elixirs have some interesting wording to their creation. Your 1-3 free elixirs made at the start at the day are randomized but any additional ones you make via spell slots, you get to choose the effect. Most of the elixirs are pretty decent, maybe not in every scenario but that’s the benefit to making additional ones and choosing their effect, and the fact that they eventually all provide healing via temporary HP is nice.
    The alchemist also has a pretty solid collection of private spells. Healing Word, Flaming Sphere (That’s that in combat thing you were looking for Treantmonk), Mass Healing Word, Death Ward, Raise Dead, all these are very useful spells to have.
    The alchemist also gains the bonus of adding their Int to several damage types, as well as their healing (this is especially potent with any AoEs as Treantmonk knows with the Variant UA. Adding +5 twice to the healing words, especially MHW makes them spike even higher as support options). I also find that the damage bonus makes the Acid Splash Cantrip, which normally isn’t very good, much more appealing a choice for when you do find yourself casting cantrips.
    Lesser Restoration without a slot five times a day is a great bonus to have as well, as is the one a day free casting of Greater Restoration or Heal. These are all spells that you’re thankful to have when you have them.
    As an added note, all artificers benefit greatly from the Dragonmarked Races of Eberron as a means of expanding their spell options. As a class that prepares spells from the full list, you can easily access any and all of the expanded spell list spells and use them as you wish. Again, this goes for any subclass but I especially like it for Alchemist just to give them a tiny bit more punch. Which Mark is best for you is subjective but for alchemist specifically, mark of warding or mark of storms stand out as my favorites.
    Like many, I was disparaged by what happened to alchemist when the official class came out, but (thanks to my wife hoisting the subclass onto me) with some time to step back and think, it’s a solid subclass that just plays with a slightly different mentality than the straightforward battle smith or artillerist.

    • @zwordsman
      @zwordsman 5 років тому +1

      Howdy! context for me ~ I've not played above level 10 on an alchemist yet. So I love hearing aobut other's experiences!
      How much have you played the alchemist? I've been playing and while yeah I adore the support options-real darn good at it. I have nenever really been able to use spell slots on attacking much. Flaming sphere is a nice bonus action thing. But the lv 5 INT bonus only applies the first round its cast-not the extras. -it only applies to the spell when cast and only to one damage role.
      Also I never seem to have enough of the slots for Elixirs and healing word (I tend to hand out some level 1 slots for elixirs and keep level 2 for me/healing word etc). Particularly if I want to have the other spells on tap you mentioned, while using elixir I basically can't use it for flaming sphere. (Post level 11 the spell storing might take care of this though~ but lv 11 is very long time)
      I should look into the acid splash, I do really wish it was longer reach though. One issue I have with that as the sole cantrip choice (assuming one ants guidance or mending-which probably do. you do get more cantrips later though but I picked up more suport stuff) is that you hit hte same issue clerics do, you don't roll anything on several rounds if they make their save. Its not very exciting... but good point about the multi hit, trying to finangle multi hits would give me more to do narratively in battle.!
      ("for when you do find yourself casting cantrips" Do you not find yourself mostly casting cantrips? I rarely seem to do much else given the other uses for slots)
      Hmm, I looked at Dragon mark but I still hit the issue of interabilty competing. Feels weird to add more options to things that I can't use that much. but that could just be personal playstyle (Also I've never had them offered as a choice as I've not played eberron yet). Dragonmark of travel sounds very neat though, mobilty would be great!
      I'd love to hear more about what you do in battle, It feels great when there aren't much fights in a day but on a normal scheduled combat by the DMG feels like I don't hav enough gas.
      The most fun I've had with it was a build I did with a one shot. Rogue Thief 3. I used a sling to proc sneak attack and I gave half my spell slots to elixirs people wanted in the morning. then saved the other half mainly for healing tricks. But I had a lot of fun with that since I got to interact with the battle more--comboing with friends for sneak attack, or using items via bonus action (surprisingly Hunter's Trap as a bonus action can really be hilarious if you have the carry weight.) Acid Splash would've been a great choice for this charater's attack cantrip. I glossed over it and snagged firestrike for the range.

  • @lucasramey6427
    @lucasramey6427 4 роки тому +1

    Heat metal is a good option for spell storing item to give to your fighter either the enemy no longer has a weapon or its melting in its armor with disadvantage to hit the fighter making it less of a chance to make them drop concentration

  • @Draelos
    @Draelos Рік тому +1

    Damn! I used to play RIFTS, and Glitterboys were by far the best thing about that game. Palladium was also the system TMNT used.

  • @keithredacted8154
    @keithredacted8154 4 роки тому

    Thank you for this! Phew, I was so worried when the damage dipped down in between. Thank lord it picked back up.

  • @chirslee7175
    @chirslee7175 5 років тому +2

    Saw a glitter boy in the thumbnail.hell yeah

  • @lucasramey6427
    @lucasramey6427 4 роки тому +1

    Elemental Adept (fire) is a great option for a feat make 1's 2's and ignore fire resistance

  • @seekeroftruth7696
    @seekeroftruth7696 4 роки тому +1

    Rifts is amazing... love the lore. Savage worlds... i had built a mystic my friend built cyber knight was lot of fun

  • @WilliamTythas
    @WilliamTythas 2 роки тому

    a cone facing down from a flying familiar 15ft above, holding the cannon is a 15ft circle - 9 squares instead of 6 and much easier to hit more targets

  • @thedude0000
    @thedude0000 4 роки тому +3

    *MAGIC MISSILE* & *ARCANE FIREARM*
    So, Artificers don't get magic missile (kinda stupid to be honest), but if they craft a Wand of Magic Missile and make it their Arcane Firearm, here's my question:
    *Since we only roll damage once for magic missile (1d4+1), does that 1d8 apply to all the missiles?* Seems overpowered, but technically seems correct.

    • @googloocraft12
      @googloocraft12 24 дні тому

      The d8 is only on ARTIFICER spell you cast so a wand of magic missile doesn’t make it a artificer spell, so it doesn’t work

  • @TwistedTentacleInn
    @TwistedTentacleInn 5 років тому

    Very helpful breakdown. I agree with most of your assessment on the subclass. The damage type limitations can be a problem, and the cannon should be available sooner.
    But I was pleasantly surprised that the damage output keeps up pretty well, even at higher levels.
    Great video!
    - Innkeeper Vase Odin

  • @zwordsman
    @zwordsman 5 років тому +2

    21:00 "you can expend a spell slot an an action...to make the change if we need to" You actually can not remake the cannon in the moment. You can only make a cannon when you don't have one.
    "You can have only one cannon at a time and can’t create one while your cannon is present." from the 2nd paragraph in Eldritch Cannon

    • @alarosebaster2626
      @alarosebaster2626 4 роки тому +1

      The action is to dismiss it early, then you expend a spell slot to resummon it as the mind you need.

    • @bigdream_dreambig
      @bigdream_dreambig 4 роки тому

      Yeah, I think you're right. Once you've reached Level 9, though, what you CAN do is use an action to self-destruct your cannon -- doing some damage along the way -- and then create a replacement cannon using your next turn's action.

    • @bigdream_dreambig
      @bigdream_dreambig 4 роки тому

      @@alarosebaster2626 I don't think there's anything that says you can dismiss it -- but you CAN blow it up starting at Level 9!

    • @SelwynClydeAlojipan
      @SelwynClydeAlojipan 4 роки тому

      @@bigdream_dreambig : It says so in the Artillerist rules that you can use an action to dismiss a cannon earlier than its 1-hour duration.

    • @bigdream_dreambig
      @bigdream_dreambig 4 роки тому

      @@SelwynClydeAlojipan Yes, you're right. I had missed that before, and it's important.

  • @rickybrown8264
    @rickybrown8264 2 роки тому

    I love this class and subclass. I also like that its not the meta which means the value I see in it is rare and most wont have seen my character.

    • @rickybrown8264
      @rickybrown8264 2 роки тому

      And its warforged?! They my fav race too

  • @autodidacticpoly
    @autodidacticpoly 4 роки тому

    A trick with alchemist is to use spell storing item with the melfs acid arrow. That essentially replaces your action and does fairly OK damage.

  • @arturohernandez-dy7ez
    @arturohernandez-dy7ez 4 роки тому

    5th level artillerist put tiny canon on shoulder with balista, with arcane firearm in your hand and cast firebolt and deal 2d10+1d8 and with the balista deal 2d8 on a bonus action, pretty nasty combo pretty early on

  • @PaiOeShi
    @PaiOeShi 3 роки тому +1

    Little late but i love the artwork, Glitterboy armor from my 1st rpg Rifts by Palladium.

  • @themorganrobertson
    @themorganrobertson 3 роки тому +2

    "I used to play a game, Rifts - not a good game, I do not recommend it..."
    LOL 10/10 comment

  • @samuelreese1816
    @samuelreese1816 4 роки тому

    The artillerist is pretty baller overall, helps diversify where all the damage is coming from. As for the alchemist, there is a build on youtube called the bullet, pretty much a speed demon, who utilizes the alchemist that I think is worth a look.

  • @bobmcbobbob2391
    @bobmcbobbob2391 4 роки тому +2

    The spell storing device specifically states that you must choose spells from the 'artifice spell list', shatter is an artillerist spell, but not an artifice spell. Would that still be allowed?

    • @kileaf
      @kileaf 4 роки тому

      Yes

    • @JaxonBurn
      @JaxonBurn 2 роки тому

      It's still a matter of some debate. Personally, I don't think RAW allows for it. Many people argue to the contrary.

  • @BlackTempleGaurdian
    @BlackTempleGaurdian 5 років тому +6

    Who else remembers when an Unearthed Arcana would then have a revised version of said Unearthed Arcana and only then be put into a book?

    • @KINFIN123
      @KINFIN123 5 років тому

      They did that.

    • @zwordsman
      @zwordsman 5 років тому

      Do you mean they used to have the re vised version-which was the same as the official release version?
      Becausue if its just "revised put out again, revised put out again" they did that with the artificer like.. 4? times in 3?years. THe final version wasn't UA'd . Were past ua's done so?

  • @markjolly3039
    @markjolly3039 5 років тому

    in longer dungeon crawl dungeons, the limit of 4-5 hours of turret, may leave your artillerist without his turret between long rests. dependent on how the group explores and how many short rests they take, but something to take in mind. if the group is having an easier time fighting, they may not need the short rests for your martial classes, and you'll end up with more potential hours without turrets. not necessarily somehitng that all players would hit, but something to bear in mind

  • @joemazzola676
    @joemazzola676 5 років тому +4

    If you took warcaster, would you be able to use a shield? I always get confused with warcaster, but giving yourself the repulsion shield seems pretty nice.
    Edit: although now thinking about it since artificers must cast all spells using a focus (the wand infusion), they in theory should be able to perform the somatic components for spells using the same hand since it basically means all spells have a material component.

    • @TreantmonksTemple
      @TreantmonksTemple  5 років тому +3

      You can use a shield without warcaster, since all artificer spells are cast through a focus.

    • @levipeterken4020
      @levipeterken4020 2 роки тому

      @@TreantmonksTemple How would you change this build with customise your origin. or if Warforged wasn't allowed in a setting? Also, do you plan on making an Armorer build anytime soon?

  • @chrisburgin7599
    @chrisburgin7599 4 роки тому

    You can keep a utility cantrip (mage hand/guidance) as your second if you take repeating shot infusion with 14 or more dex and cast the cantrip "crossbow" until level 5 or 6. Then build utility as well. I took a variant human prodigy (stealth expertise), and sage background for artificer skill monkey with almost all the int skills and a couple kits.

  • @tristan777
    @tristan777 2 роки тому

    I have a question regarding familiar and the spell storing item. Would it be possible to have a homunculus that a small familiar could get inside? Would it be able to ride in the homunculus and use the spell storing item like a little suit of power armor?

  • @rita6355
    @rita6355 4 роки тому

    I had an artilerist that used a quadruple barrel shotgun as their Eldritch canon I love this class

  • @keithredacted8154
    @keithredacted8154 4 роки тому +1

    I'm playing a Tiefling Artillerist. They are going to take the "Flames of Phlegethos" feat which allows them to reroll 1s on fire spell damage dice. In your opinion, should I still take the Elemental Adept (Fire)?

  • @Wanderingsage7
    @Wanderingsage7 3 роки тому +2

    A big draw/downside with the Artificer is how 'crazy' the dm let's you get with the stuff you build outside of combat. Some dms let you make an impaler bomb, some don't.

  • @JoschiChr
    @JoschiChr 4 роки тому

    They give you those three options on dndbeyond with the ritual caster fear, because you can learn additional rituals in the future and that is the slot for those.

  • @JoDi-k5s
    @JoDi-k5s Рік тому

    I always wondered if multiclassing 2 level into Warlock for Eldritch Blast + Agonizing Blast + The pushing EB invoaction would be fitting. Then you can also use force damage or fire damage and some pushing power. Arcane focus should also work on both Warlock and Artificer spells. Problem is obviously the Mix of Charisma and Int for EB and Eldritch Cannon.

  • @WildVii
    @WildVii 5 років тому +3

    This has probably already been stated in the comments preceding mine, but a good multiclassing combination for the Artificer is to go Battlesmith/War Magic. The combination is very potent with respect to the AC bonuses and saving throw buffs that you get. Plus you could go 7 Battlesmith/13 War Magic and still have a 9th level spell slot (Artificers take half their levels and round up and then add that to the Wizard which in this case would come out to a 17th level caster). You may not have a 9th level spell from leveling, but if you happen to find a scroll for Wish you can copy it into your spellbook.

    • @pharaun159
      @pharaun159 2 роки тому

      13 lvls lost for war mage significantly weakens defender

    • @JaxonBurn
      @JaxonBurn Рік тому

      @@pharaun159 Better to say 7 levels lost for artificer significantly weakens wizard.

    • @JaxonBurn
      @JaxonBurn Рік тому

      Unfortunately, when it comes to copying spells into your spellbook, the spell needs to be of a level you can cast according to the spells you can prepare as a single classed wizard, meaning with 13 levels in wizard the highest spell scroll you could copy into your book is 7th level, even though you have 9th level spell slots. Just imagine: if it worked the way you suggest, you could just take 1 level of wizard to get your spell book and then go 19 levels into whatever other spell casting class(es) you want, copying high level wizard spells into your spellbook whenever you find them.

    • @WildVii
      @WildVii Рік тому

      @@JaxonBurn BG3 does it this way…I suppose you could get it house ruled by a DM.

    • @JaxonBurn
      @JaxonBurn Рік тому

      @@WildVii BG3 does indeed do it this way. Makes multi-classed wizard a very strong option.

  • @mattmoloch1212
    @mattmoloch1212 3 роки тому +1

    And yes glitter boys and juicers were great!

  • @youtubeseagull
    @youtubeseagull 5 років тому +1

    i guess it pays to stay up all night for that one last video during breakfast before sleep. o.o

  • @44tuck3r
    @44tuck3r 5 років тому +2

    Targeting enemies restrained with the flamethrower gives them disadvantage on the save.
    Probably not the best for web though unless you are hitting several enemies since the web would be destroyed too

  • @phonepolice
    @phonepolice 3 роки тому

    Spellwrought Tattoo: Find Familiar as an earlier infusion option will free up a later feat. Not sure how significantly that would impact the build’s effectiveness in re going spell sniper or elemental adept fire earlier or having room for something else.

  • @Smoothjedi
    @Smoothjedi 5 років тому +2

    What are your thoughts about swapping thorn whip for fire bolt early game to potentially set up another target for the flamethrower? Do you think the loss of damage/range on the cantrip is too great, or perhaps too circumstantial? I wouldn't think survivability would be too much of an issue as it's pretty easy to get a base 21 AC relatively early with half plate, shield, infusions and the racial bonus, along with decent hit points.

    • @TreantmonksTemple
      @TreantmonksTemple  5 років тому +1

      That's actually probably a good swap. Definitely make it appear as a cable with a barbed hook that you fire at enemies. Like a sci Fi harpoon

    • @Smoothjedi
      @Smoothjedi 5 років тому

      @@TreantmonksTemple I was thinking a tractor beam! :) Honestly I think a great 6th level infusion as a warforged is replicating a wand sheath to hold your arcane firearm. Then you could carry your cannon in the same hand, which should make it much less vulnerable to attack. Maybe then you could drop mending until you get a second cannon and have fire bolt and thorn whip for long and medium/short range.

  • @patton610
    @patton610 4 роки тому

    I've run into a conundrum with my artificer artillerist build , I and my dm have been moing between the ua material and finally to the new ebberon version. We both really like the thundercannon etc as a result we kept fire arms proficiency and the thundercannon absent the magic magazine. and various monger shots. The new replicate magic item infision allows for walloping ammunition. Do you know how this mechanic applies to shot? does it create one, or a set like a quiver, does it consume material or time... is every shot a walloping shot? could find no clarification

  • @PsyrenXY
    @PsyrenXY 3 роки тому

    Note that Tashas buffed the homunculus to be able to take actions that are not in their statblock - so your homunculus can use spell-storing items now

  • @crossc1988
    @crossc1988 4 роки тому +9

    Below I am going to explain to you exactly why and how a Homunculus Servant(HS) can, in fact, activate a Spell Storing Item(SSI), RAW.
    "Activating an Item (DMG p. 141)
    Activating some magic items requires a user to do something special, such as HOLDING AN ITEM and uttering a command word. The description of each item category or individual item details how an item is activated. Certain items use one or more of the following rules for their activations.
    If an item requires an action to activate, that action isn't a function of the Use an Item action, so a feature such as the rogues Fast Hands cant be used to activate the item."
    Now lets take a look at SSI:
    "Spell-Storing Item
    At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn’t have it prepared).
    While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it’s been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object."
    Unfortunately a SSI isn't magical
    "Jeremy Crawford
    @JeremyECrawford
    The D&D artificer's Spell-Storing Item feature doesn't turn an object into a magic item.
    That said, you could use the feature on a magic item."
    Another important quote from Jeremy Crawford:
    "Jeremy Crawford
    @JeremyECrawford
    Any wand can be used as an arcane focus."
    Because, remember, the SSI must be something we ourselves can use as an Arcane Focus. So use a magic wand :P.
    So in order for the HS to us the SSI, you turn a magic item into your SSI, such as a magic wand you find along the way (or anything that is an Arcane Focus AND MAGICAL). HS can equip magic items, RAW, if you design its anatomy to allow it, which you get to decide your HS's shape, so that shouldn't be an issue. You COULD use your infusions to make a magic item for you HS, but I personally think that would be a waste of an infusion.
    Voila, if you followed the above, then the Spell storing item clearly falls under the Activating an Item rule, as it is magical and requires an action for the spells effects to activate and Activating an item specifically calls out the phrase "Holding an item". What does the SSI require to be activated? "While Holding the object". So how can we conclude this argument? RAW, a homunculus can Hold a Spell Storing Item, thus it can activate its effects.
    P.S.
    It is also worth noting, SSI does not require you to expend a spell slot or, for that matter, even have the spell prepared. Thus, the activation of the SSI by your HS does not count as "casting a spell" in any way shape or form (which means it cannot be counterspelled. :P you're welcome.)
    P.S.S.
    You could also give a raging barbarian, or even a Shapeshifted Druid the SSI, and they could activate its magical effects, as remember, You are not casting a spell, nor is the SSI.

    • @nickpage133
      @nickpage133 4 роки тому

      I really like this Idea but how does it get around the rule that the homunculus can only take the doge action in combat, even if you use your bonus action none of the available action allow for the use of any items, magical or otherwise?

    • @crossc1988
      @crossc1988 4 роки тому

      @@nickpage133 " It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide, or Search action."
      The entire point of my post is to explain how to "add" the option to use magic items as your bonus action.

  • @dashboots376
    @dashboots376 3 роки тому

    If you're playing with rolled stats, making your charisma pretty decent and grabbing Eldritch Blast through a feat, when you're out of Spell Slots that'll make your Cantrip Damage pretty decent as it'll add an extra D8 damage and the improved arcane focus will compensate for the loss in accuracy, so long as CHA is 14 or 16 it's worth it for the extra possible hits, besides if the feat is Magic Initiate you could get HEX with that and add even more damage to a pretty pathetic cantrip, plus HEX damage is also added to your Eldritch Cannon damage so it's not a bad choice.

    • @googloocraft12
      @googloocraft12 24 дні тому

      First of all you only get the d8 for an ARTIFICER spell you cast so Eldridge blast doesn’t work and secondly you only one d8 per spell so even if eldritch blast would work you would only have one more d8 so nothing better then firebolt

  • @asurabloodworth8673
    @asurabloodworth8673 3 роки тому +1

    YO! I will be doing this build with the Strixhaven Statue Familiar! Making my guy carry the flamethrower, and we both just blast away at the enemies.

  • @erichuemmer8451
    @erichuemmer8451 5 років тому +1

    If you were to dip 2 levels into Wizard with the Artillerist when would be the best time? Would you recommend waiting until level 5 so you can grab the Arcane Firearm before switching to Wizard for 2 levels, starting with 2 levels of Wizard before switching to Artificer, or starting 1st level with Artificer for the saves/proficiencies then going 2 levels of Wizard before switching back to Artificer for the rest?

    • @dontme6996
      @dontme6996 4 роки тому +1

      Just go straight Artificer. You get the extra attunement slots, better saves with flash of genius, less chance of getting fucked via counterspell, etc.
      At later levels, you can try to grab some high end robes like the robe of stars if you're lucky. Or even a necklace of fireballs.
      Getting the catapult spell, quiver of Ehlonna, and a javelin is incredibly good. At 11th level, you can even start storing catapult in the javelin if you remove returning weapon (which you should keep on it tbh).
      Getting a spell refueling ring at 6th level is pretty good too.

  • @The_Gnome_Chomskee
    @The_Gnome_Chomskee 2 роки тому

    Re homunculus: it says it can be a stat block action or any other action. Why can’t it use spell storing item?

  • @WexMajor82
    @WexMajor82 3 роки тому +1

    And, about RIFTS, the best class is still the Juicer, FYI.

  • @Maxbeedo2
    @Maxbeedo2 5 років тому

    I'm about to finish up a campaign as the UA version of the Artillerist. I've been focusing on Heavy Crossbow + Arcane Weapon with the 2 attacks that all Artificers had, which of course are 3 things they lost in the printed version (the triple nerf!). The flamethrower doing more damage, the boost to cannons at 9th level, and the 5th level +1d8 to basically all spells partially makes up for it, so they fared better than the Alchemist at least. For being railroaded as a caster in this version it sucks only having 2 cantrips until level 10 without race/feats/multiclassing (the 1 nice use of the otherwise garbage UA lvl 6 Wand Prototype ability), though I think some people will still play the UA version that want to be more weapon-focused.

  • @thedude0000
    @thedude0000 3 роки тому

    I've now played an Artillerist in a campaign for six months. While I love the roleplaying and the artificer in general, I don't feel very effective in tier three play. That might change once I hit level 14 and can equip *any* magical item. I can imagine my artificer rocking a staff of power!!!

  • @robertreymond449
    @robertreymond449 5 років тому +1

    I like the build but it seems a better idea to mount the tiny cannon on the homonculus. It can move and dodge on it's own saving your bonus action for using the cannon. This would allow the homonculous to position the cannon better for hitting multiple targets every round. The BSF can't move on your turn to position the cannon so you're stuck with his location when activating. Otherwise, awesome ideas.

    • @googloocraft12
      @googloocraft12 24 дні тому +1

      You need your bonus action to control the homunculus

  • @JaxonBurn
    @JaxonBurn 2 роки тому

    Hey Chris! Unfortunately, I don't think the SSI can be used with subclass specific spells like shatter since, although they are artificer spells for you, they do not appear on the artificer spell list. Would love to get your input on that though.

  • @SigmaUrash
    @SigmaUrash 4 роки тому +1

    Rifts, now there's a name I've not heard in a long time.

  • @Zankaroo
    @Zankaroo 4 роки тому

    My original idea for this class/subclass was basically building War Machine(Marvel Comics). I would have two wand sheaths, one holding a fireball wand and the other a lightning bolt wand while I just hold my improved focus/arcane firearm wand. And the cannon would always be on my shoulder.

  • @DaMetaEX
    @DaMetaEX 4 роки тому

    some DMs are nice if you ask them and they realize most of there stuff is fire resistant or immune they could be nice and say you figure out how to make it cold damage instead. putting you back in the game. but still allows the DM to have monsters you will struggle against for a challenge without ruining your whole game experience.

  • @williamb4601
    @williamb4601 Рік тому +1

    Something that can overcome the damage type limitation: using ritual caster to copy magic missile into our new spell book
    due to the weird way damage is rolled for magic missile the damage boost from arcane firearm is huge.
    For a first level spell slot the damage would be 3*(d4+d8+1) which is on average 24 force damage. Upcasting would add 8 damage per addition level.

  • @zwordsman
    @zwordsman 5 років тому +4

    I still want to see Alchemist.. I like the class, They're amazing support-- but the issue I hit is all of it is passive. You make and hand out elixirs , you hand out infusions. You make everyone else amazing. I love that, I want to be the side character not the main character. But, that leaves you with very little actually to do. Not enough spell slots for elixirs and spells (healing/buff/attack), elixirs don't scale (outsidie of l v 9 ability). So spending anything but a lv 1 slot on one feels very off putting compared to artilirist's turrets. Ultimately They're just cantrip spam. which is hard to get really excited to do every fight--much less the fact this results in an alchemist being negligibly ignorable in battle . Not much difference between them and a random NPC if you hand out all the elixirs before hand.
    ALSO they have the issue of "hands" Artilirist's lv 5 works with EAF (and a myriad of other things), in cludding other spells. Its just a normal rod/wand/staff f ocus.
    but alchemist must hold their alchemy tool... Which does not work like a normal focus for any spells you get outside of your class (so magic initiate/spell s niper etc or multiclasses). so to get that + Int you have to give up a hand to it. Which isn't terrible normally.. Except with how elixirs work--and the role of "off support healer" that Alchemists typically get shunted into, they will often want a hand open to hand off/administer items to allies.
    So they have to kind of choose between shield or the +INT to (specific) spells.
    THough... There is an argument some folks make that the Tool Focus don't have to be held-- Due to variosu fluffs like "magic of the atificer" sidebar they talk about durin morning prep you make things to cast your spells, and when you cast them you pull them from the kit.
    So some folks say it works like a focus-component pouch. You only need an open hand, and the tool kit accessable (like on a belt or bandolier).
    If it works that way it helps the class a lot mechanically..
    Also a weird thing I noticed is..... Alchemist has 0 necrotic cantrips! Because you don't get chilltouch or toll the dead via your class, it means you can never apply the + INT to your spells with it. Because that class abilitiy specifies it only applies to spells that use your Alchemist Tools as a focus---which you can only do with alchemist spells. (Unlike the artilirist's wording which is the same.. except rod/wand/focus can be used with any spell as a focus). So even if you pick it up via magic initiate or spell sniper.. it won't work.
    you still end up with "I have no actions in battle except cantrip spams--and i don't have enough cantrips to honestly diversify and have fun with tactics, much less that I also need stuff like mending and should pick up things like guidance or mage hand because i'm the off support gap filler class"
    If the lv 5 ability worked with outside the class cantrips the magic initiate for toll the dead and chill touch would be extremely helpful. Or at least spellsniper +chill touch. You could eny healing abilites, and you could fire your spells at a very far range. Meaning you could make elixirs and such and then play the distance spell sniper type.
    Best I've come up with is to dip Rogue 3 (Theif or a UA returned). It gives you bonus actions, and it gives you some damage boost. 3 Rogue Thief + Alchemist seems the best.
    Use a sling, pick up one Save based cantrip (bonefire or something). You can prco sneak attack with the sling. You gain bonus action options (mobility+ item use, and if UA "AIM" which can help with longer range and or sneak attacking). This feels the most fun, and if I spend a lot of my level 1 slots on handing out elixirs in the morning, I still have entertaining actions in combat. Item action lets me setup items

  • @thernalis6292
    @thernalis6292 5 років тому

    I'm fairly certain a familiar simply cannot take the attack action, but can make an attack if you give it the ability to cast Scorching Ray using the item you mention since it is then taking the "Cast A Spell" action.

    • @TreantmonksTemple
      @TreantmonksTemple  5 років тому +3

      FF specifies the familiar cannot make attacks. This will include ranged spell attacks

  • @scottmcley5111
    @scottmcley5111 3 роки тому

    Question clarifying the Hand cannon that can be activated on a bonus action.
    Does it need to be reloaded, so thats why it can be activated on a bonus action?
    Would the GUNNER feat eliminate this? Thanks!

    • @PorplSnek
      @PorplSnek 2 роки тому

      The hand cannon is just the edlritch cannon made tiny and being held by the artillerist. I plan to ask my DM if my cannon can just sit on my shoulder, or a teammates.
      Eldritch cannons do not need to be reloaded. You tell them to fire at something with a bonus action, so regardless of if you have the gunner feat, you can use your standard action for something else, like the fire bolt spell.

  • @AdeptPaladin
    @AdeptPaladin 5 років тому +7

    One like form the glitter boy image

  • @cyrusttoille
    @cyrusttoille 5 років тому

    Whether tiny or small, the ability states the cannon has to walk or climb into an unoccupied space. By RAW, you are occupying the space if you are trying to get it to climb onto your shoulder.
    "As part of the same bonus action, you can
    direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs."

    • @TreantmonksTemple
      @TreantmonksTemple  5 років тому

      If there are rules for what technically makes a square "occupied", I can't find them, though I would generally assume what qualifies is a space you can't enter because it is currently occupied by a creature or object that is large enough to impede your movement. If you are referring to a specific written rule that defines a space you can enter as occupied because a creature is within it, you'll need to refer me to that specific rule.

    • @bigdream_dreambig
      @bigdream_dreambig 4 роки тому

      Yeah, you may be right. By RAW, it looks like you may have to hold the Tiny cannon in your hand. Unless the rules for mounts somehow apply and your cannon can use you as a mount.

    • @JaxonBurn
      @JaxonBurn 2 роки тому

      @@TreantmonksTemple I think 'unoccupied' is generally taken to mean that nothing, or at least no creature, is in that square, though I admit I don't have a specific rule to point to. If a bathroom stall is occupied, sure, I could still squeeze in there with you, but you would still be correct to declare that the booth was occupied. We generally assume too, I think, that we can't use things like the telekinetic feat to shove a gnome into the space of a giant, even though the gnome could easily fit between the giant's legs, because the giant is occupying that space which the gnome is being shoved into.

  • @dakotastein9499
    @dakotastein9499 4 роки тому

    i enjoy playing a Warforged...and in the old days,id either start as an alchemist,or an artificer...but eventually take levels in both,combining their versatility into one.

  • @nooneyouknowof
    @nooneyouknowof 2 роки тому +1

    I see you and your Glitterboy thumbnail, Treantmonk 😏

  • @misterright4528
    @misterright4528 5 років тому +4

    Thumbs up for mentioning Rifts! There's alot to like about that game but ultimately it is failed by its mechanics.

  • @Shadow1The
    @Shadow1The 4 роки тому +1

    Glyph of warding on artificers, always!

  • @absalomvane7776
    @absalomvane7776 3 роки тому +1

    I was lured in by the Glitter Boy, and left very sad.

  • @g00se99
    @g00se99 5 років тому +1

    Bonus action temp hit points every round for an hour seems really strong to me. Its like the Aid spell every 6 sec.

    • @thedude0000
      @thedude0000 4 роки тому +1

      those temp hit points are nice at low levels, but it DEFINITELY does not scale