With so much attention being given to the new books (which DON'T HAVE THE ARTIFICER FOR SOME REASON), it's a coat of fresh air to see something Artificer related, since it's my favourite class!
Tasha's caustic brew and web make a great one two punch , if the creatures in the web are restrained they get disadvantage on dex saves making them more likely to fail their save on the brew, then they have to think on either wasting an action to get rid of the acid or try to break free from the restraints of the web. You're just wrecking havoc in their action economy
Artificer NPC's is super fun because besides their Spells, more importantly are the tools they use tools to create'm. So, an Artificer with Alchemist Supplies might toss or pour bottles for their effects, whereas a Calligrapher Tools could conjure effects from drawing or inks. Or using Artificer Infusions as Spellcasting Focus, Replicate Magic Items has a myriad of options. For example, Wand of Conducting or Pipes of Haunting to musically conjure effects. Or with Pipes of Smoke Monsters or Smoldering Armor, smoke magic. Or even cloak of billowing for magic wind effects. Or if a high level Artificer, Belt of Hill Giant Strength could be that muscle magic. I personally like Shield of Expression because other than +2 AC & a goofy Shield, like Clerics or Paladin's, you can cast your Spells through a Shield in hand (Cleric's & Paladin's Holy Symbol emblazoned on a Shield). The major difference is Artificers require M-Components, so you don't have the Somatics and/or Materials dance.
Cure Wounds is so important on the Artificer's list, being able to be a back-up healer in a pinch while being an Intelligence caster is so huge. Start a wizard with a one-level artificer dip, you have a powerful wizard with medium armor, shields, CON proficiency and an emergency heal in his back pocket, so good. So good!
@@TheGingerlie Fair, at very low levels. But remember, Artificer rounds up not down, so you're still getting a full 20 levels of slot progression, if you go that long into the game or it's a high-level one shot. At, oh, Art 1 / Illusion 8 or whatever, you still have nine levels of spell slots, it's just you only have access to eight levels of wizard spell progression, but your slots are full. One preparation of your at that point weak 1st level artificer spells that you're probably just using for occasional utility, as opposed to your banger higher level wizard spells, to pop your primary healer back up in a pinch, it's not that much of an investment when you're out of Tier One. If you dipped Artie for CON saves, shields and medium armor at the start anyway, it's a great extra tool to have in your back pocket at a very marginal investment.
I swear by the idea that if you can build a character to have at least one break-glass pop-up healing spell, you absolutely should. The way getting you up to even 1HP gets you back into a fight, it's just too good and, in world, makes so much sense for people battling unpredictable horrors as a team.
Vortex warp I is one of my favorite spells. The amount of uses and major saves it’s had in campaigns is crazy. Able to pretty much skip major battles, able to catch things (like the major item being thrown in the waterdeep campaign and me using it to catch it) as well as safely rescue people from pretty much death
I’m shocked faerie fire isn’t on this list. I might go as far to say it’s the best spell for 1st level. Not only does it grant aoe advantage.. it negates invisibility even in late game. See invisibility doesn’t even work as well as faerie fire.
Id argue faerie fire isnt that good, it has a save, where nothing happens if they succeed, and it also affects allies, so its only really useful in cases where theres a group of enemies away from the party, Guaranteed advantage can be nice, but its concentration, and an action to cast so you might not even get much out of it until it drops.
Cure wounds goes a long way if chosen for the spell infused item at level 11, 10 uses for 1d8+5 healing if you have 20 intelligence. 95 restored on average for 10 actions out of combat.
I'm not disputing that web is a great spell but in a party that has multiple melee martial types it often causes more problems than it solves by preventing the melee types from getting to their targets.
ima be honest, im noticeing a complete lack of a certain op artificer spell that happens to animate a bunch of objects that can be coated in poison to make the single most damageing spell in the game, and i mean it just feels right an artificer having an army of tiny drones that go around slasling people, its good damage early on, and eaven better dmg later on when you have more gold then you know what to do with, so you can just buy 20 doses of wyvern poison to coat the weapons with and do a casual 12d6+1d4+4 *10 (avg of 485) damage in a turn and then if anything survives it deals around 43 dmg a round for a bonus action
The guys at my table (before we switched to Traveller) kept saying they wished 5E had this and 5E did that and eventually I just said "Congratulations, you've invented Third Edition.", because everything they were wanting was a staple of 3.5/PF1.
With so much attention being given to the new books (which DON'T HAVE THE ARTIFICER FOR SOME REASON), it's a coat of fresh air to see something Artificer related, since it's my favourite class!
It's because the new phb content will go into the public SRD, and WotC has never (and likely never will) make the artificer public domain.
My go to artificer spells are faerie fire, absorb elements, alarm, identify, heat metal, web, vortex warp, and rope trick.
Tasha's caustic brew and web make a great one two punch , if the creatures in the web are restrained they get disadvantage on dex saves making them more likely to fail their save on the brew, then they have to think on either wasting an action to get rid of the acid or try to break free from the restraints of the web. You're just wrecking havoc in their action economy
I was planning in doing a artificer NPC this video is perfect to get some good spells for them.
Artificer NPC's is super fun because besides their Spells, more importantly are the tools they use tools to create'm. So, an Artificer with Alchemist Supplies might toss or pour bottles for their effects, whereas a Calligrapher Tools could conjure effects from drawing or inks.
Or using Artificer Infusions as Spellcasting Focus, Replicate Magic Items has a myriad of options. For example, Wand of Conducting or Pipes of Haunting to musically conjure effects. Or with Pipes of Smoke Monsters or Smoldering Armor, smoke magic. Or even cloak of billowing for magic wind effects. Or if a high level Artificer, Belt of Hill Giant Strength could be that muscle magic.
I personally like Shield of Expression because other than +2 AC & a goofy Shield, like Clerics or Paladin's, you can cast your Spells through a Shield in hand (Cleric's & Paladin's Holy Symbol emblazoned on a Shield). The major difference is Artificers require M-Components, so you don't have the Somatics and/or Materials dance.
4:44 also, BH requires a bonus action. Artificers use bonus actions to use their subclass features. So, not the best if you like using those.
Cure Wounds is so important on the Artificer's list, being able to be a back-up healer in a pinch while being an Intelligence caster is so huge. Start a wizard with a one-level artificer dip, you have a powerful wizard with medium armor, shields, CON proficiency and an emergency heal in his back pocket, so good. So good!
Yeah but you have like 3 spell slots. You can't really save 1 for a heal that's literally 1/3rd of your spells for the day.
@@TheGingerlie Fair, at very low levels. But remember, Artificer rounds up not down, so you're still getting a full 20 levels of slot progression, if you go that long into the game or it's a high-level one shot. At, oh, Art 1 / Illusion 8 or whatever, you still have nine levels of spell slots, it's just you only have access to eight levels of wizard spell progression, but your slots are full. One preparation of your at that point weak 1st level artificer spells that you're probably just using for occasional utility, as opposed to your banger higher level wizard spells, to pop your primary healer back up in a pinch, it's not that much of an investment when you're out of Tier One. If you dipped Artie for CON saves, shields and medium armor at the start anyway, it's a great extra tool to have in your back pocket at a very marginal investment.
I swear by the idea that if you can build a character to have at least one break-glass pop-up healing spell, you absolutely should. The way getting you up to even 1HP gets you back into a fight, it's just too good and, in world, makes so much sense for people battling unpredictable horrors as a team.
Vortex warp I is one of my favorite spells. The amount of uses and major saves it’s had in campaigns is crazy. Able to pretty much skip major battles, able to catch things (like the major item being thrown in the waterdeep campaign and me using it to catch it) as well as safely rescue people from pretty much death
6:35 "You won't dishing out fields from half way across the battlefield...."
SAY HELLO TO MY LEETTLE FRIEND! (Homonculus Servant)
Please make this a series for every class
I’m shocked faerie fire isn’t on this list. I might go as far to say it’s the best spell for 1st level. Not only does it grant aoe advantage.. it negates invisibility even in late game. See invisibility doesn’t even work as well as faerie fire.
Id argue faerie fire isnt that good, it has a save, where nothing happens if they succeed, and it also affects allies, so its only really useful in cases where theres a group of enemies away from the party, Guaranteed advantage can be nice, but its concentration, and an action to cast so you might not even get much out of it until it drops.
Thanks for sticking with the 5e content. The 2024 content seems forced.
Heat Metal!
This spell is an amazing control/ damage spell!
Cure wounds goes a long way if chosen for the spell infused item at level 11, 10 uses for 1d8+5 healing if you have 20 intelligence. 95 restored on average for 10 actions out of combat.
AND you can give that infused Spell Storing of Cure Wounds to someone else so you have yet another healer in the party.
I'm not disputing that web is a great spell but in a party that has multiple melee martial types it often causes more problems than it solves by preventing the melee types from getting to their targets.
ima be honest, im noticeing a complete lack of a certain op artificer spell that happens to animate a bunch of objects that can be coated in poison to make the single most damageing spell in the game, and i mean it just feels right an artificer having an army of tiny drones that go around slasling people, its good damage early on, and eaven better dmg later on when you have more gold then you know what to do with, so you can just buy 20 doses of wyvern poison to coat the weapons with and do a casual 12d6+1d4+4 *10 (avg of 485) damage in a turn and then if anything survives it deals around 43 dmg a round for a bonus action
Hey, just wondering, but do you have an affinity for actor Bill Bixby? I seem to be hearing you say Bixby's Hand!! LMAO
If you want to play an Artificer, ask your DM how crazy they will allow you to get with crafting/inventing.
Well, Cure Wounds has range now 😁
~_~
Just so you know, Bigby's Hand isn't named for the late actor Bill Bixby!!!!! It's pronounced Bigby's Hand!!!!!
Sweet lord, stop calling it 'Bigsby's' it's 'BIGBY'S'
Wish it was updated with the new spells in the 2024 PHB. Kinda makes the old stuff irrelevant.
The 2024 PHB isn't even officially out until next month.
@@vincentvalashu I see, my bad. Been so much review the last few weeks on it so i just assumed it was out. Apology for my ignoranse.
@@PaalTreffen It's easy to mix it up. Those are people under NDA who cannot show the book directly or those who went to Con and got a limited book.
The guys at my table (before we switched to Traveller) kept saying they wished 5E had this and 5E did that and eventually I just said "Congratulations, you've invented Third Edition.", because everything they were wanting was a staple of 3.5/PF1.