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4 Cantrips for the Artificer in D&D 5e

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  • Опубліковано 8 сер 2024
  • Tinkerer, smith, or just plain mad scientist. Whatever the case, the Artificer and their magic can be instrumental, whether it be in combat or down time.
    That's where their cantrips come into play and how they best use them to help the party and fulfill the fantasy as being a magical mechanic.
    Chapters:
    00:00 - Introduction
    00:47 - Mending
    02:55 - Magic Stone
    05:41 - Lightning Lure
    07:06 - Acid Splash
    #dnd #artificer #spells #top5 #cantrips #magic #ttrpg

КОМЕНТАРІ • 12

  • @Pre-GenCharacter
    @Pre-GenCharacter 6 місяців тому +3

    Mending is the DND equivalent of that one person at every con walking around with a sewing kit, duct tape, and hot glue.

    • @RingXross
      @RingXross  6 місяців тому +3

      There was no one more valuable.

  • @carlostamaoki5648
    @carlostamaoki5648 6 місяців тому +3

    Magic stone = a rudimentary revolver with 3 bullets that you reload on a bonus action

  • @RingXross
    @RingXross  6 місяців тому +2

    Artificer cantrip selection is the hardest in D&D. Even more so than the Druid.

  • @oniminikui
    @oniminikui 6 місяців тому +1

    My top 4 cantrips for Artificers are:
    Firebolt, Mending, Prestidigitation, and Shocking Grasp (or Spare the Dying).

  • @haukness
    @haukness 5 місяців тому +1

    Why would you ever take Lightning Lure over Thorn Whip? Range: LL 15, TW 30; The pull: LL on a Str save, TW happens if large or smaller: Damage LL 1-8 BUT only if you succeed on the pull and pull it within 5 feet of you, TW 1-6 on melee spell attack (no disadvantage if done in melee range).
    Lightning Lure is just a bad spell. You are going to have a hard time using it as a pull given its range and restriction. Its only advantages are it can be used on creatures bigger than Large (rare) and slightly higher damage as long as you are willing to pull things into melee range where they could hit you with a oportunity attack if you flee.

  • @stm7810
    @stm7810 6 місяців тому +1

    Personally I love mage hand, but it's 1 of those silly quad copter drones with a metal hand on the under side. or prestodigitation is too good not to get so I justify it with a bunch of small packets of chemicals like slipping pocket warmers or ice packs under things for temperature adding seasoning to flavor, burning magnesium for a flash or to light a campfire.
    I don't care much for damage cantrips since I'm already given a gun, and no attack is as funny, cool or in character as the 1 scientist in your fantasy setting pulling out a blooming glock and popping a goblin in the dome.

    • @stm7810
      @stm7810 6 місяців тому +1

      Spare the dying is good in theory but only worth it for grave clerics, otherwise you're close enough to just do a medicine check anyway, and if you have the healer feat that means you've gotten them back up and fighting.
      Yelling "Clear!" is optional but strongly suggested.

    • @stm7810
      @stm7810 6 місяців тому

      1 thing I'd love to do 1 game is send the GM a list of all my spells and what they are so then in game instead of saying "I cast flaming hands." I can say "I fire my sawn off" or instead of "I cast cure wounds" it's "I inject the fighter with morphine" or my favourite Bigby's hand becomes "I pull out a small black pen pressing down the red button, a drop pod landing to replace the mega spider drone"

  • @DrSpaceCapeTV
    @DrSpaceCapeTV 6 місяців тому +2

    Your thumbnail says catrips not cantrips.

    • @RingXross
      @RingXross  6 місяців тому +2

      Catrips are a special kind of cantrip. Only usable by Cats.

    • @DrSpaceCapeTV
      @DrSpaceCapeTV 6 місяців тому +2

      @@RingXross I always thought it required the material component catnip in order for cats to cast a catrip.