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Quick question about the Infusions: An example that an artificer can only infuse 2 items, (starting out) how long do the items stay infused, and can you infuse 2 more items the next day, giving you 4 infused items, or would that reset any items to no longer be infused?
@@FrankenXANA Pulling from the book here: Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion. You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies. If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.
Artificer is one of my favourite classes to play, and this right here is a major reason why. There are so many interesting options for Infusions, with interesting synergies. And they're not just limited to what synergizes with your own build, but you can hand them off to other players, as well. Spellwrought Tattoo Tech is a great example of things you can hand off to any member of the party. Even something as simple as "We have a Ranged Monk build in the party with no spellcaster levels, let's hand off a Spellwrought Bless for them to Concentrate on, since they're never going to be in melee range". This isn't even rules dubious, this is entirely mechanics as intended, but changes the whole party dynamic and power level massively.
Its a shame a lot of westmarch servers hate it and think giving the whole party/server Find Familiar is problematic. I think otherwise since it speeds up my games (if I have familiars act immediately after the player) as some days you just get players rolling bad and low. Or when the whole party sends the familiars to scout, I don't have to narrate the scene for just one scout.
Pipes of Haunting as a Spellcasting Focus gives your Spells a ghostly flavor. During character creation, grab Bagpipe proficiencies or some other wind Instrument.
You can't do that! It has to be an artisa- Wait. You can use any item bearing one of your infusions... You don't even need the proficiency, you CAN use this! (Or do you need the proficiency to actually play the pipes?)
Nothing better than introducing a new artificer character with a repeating crossbow. "Now you use your action to reload." "No I don't." "Oh yeah because your thing." *Looks of confusion for everyone else.
I’ve made several builds in the artificer class but the general rule I fall into is prioritize attack bonus and defense bonus first and once you have those experiment with the rest.
Honestly. Meh. Focus on attack and defense is literally the thing every single class does. And if that is always the thing you go for you just make the same character every single time.
@@Cloud_Seeker defense is universally good as having higher AC makes you less likely to die, attack buffs are important for 3 out of 4 subclasses of Artificer in Armorer, Artillerist and Battle Smith since Armorer and Battle Smith uses weapons that can be infused and Artificer can use any infusion as a spell casting focus so Artillerist using enhanced Arcane focus will be the best as it will improve your spell casting and your cannon hit rate. And that’s just using 2 infusions or 3 if you use both a ranged and melee weapon with the infusions, so you’ll still have all your future infusions to experiment and find what you like.
@@AtelierGodAs I said. Focusing on high AC and high Attack is literally what every single class does. A fighter focuses on getting the highest AC armor and also try to get the highest possible attack bonus. Same goes for Paladin, Rogue, Monk, Barbarian, Cleric and all other classes. It is just playing the same exact way as everything else.
@@firesflame221 that's an assumption, that the character would know how demi planes interact when all he's doing making a bag to hold stuff based on magics so weak. The rarity of the occurance would mean even an expertise in arcane would need to roll.
Alchemy jug can make a quite a bit of mayo per day. A bag of holding can hold a frankly absurd amount of mayo. A familiar can carry a bag of holding to a location and leave it. Once you infuse a new object the old bag of holding reverts to being non magical, disgorging the contents into the space, but then it is subject to the whims of gravity. Most castles tend to have rafters, which can easily hold a bag, but not really easily hold 500 POUNDS of rancid mayo.
I think it's a little much to expect 500 pounds to collapse a building. The snow that falls on a modestly sized roof in a northern climate can easily weigh a hundred times that amount (around 20 lbs./sq. ft.) At best, it's an enormous inconvenience.
@frankbarbee3212 Try skeletons. They weigh less. And hey, since it doesn't affect their combat stats at all, halfling skeletons would be ideal. A human skeleton typically weighs 15% of overall body weight, so for a 150 lb. person that's about 22 lbs. But halflings only have a body weight of 40-45 lbs., so they would have skeletons weighing about seven - compared to 150 or more for a human zombie. Assuming you could tetris them in there, you could fit 70 halfling skeletons in the same space as three human zombies.
Honoury shout-out to the Resistant Armor infusion. It covers all damage types (not just the normal element options) and you choose the damage type as you infuse it rather than when you choose the infusion allow you to change it on a long rest.
A note that Resistant Armor has partial overlap with the spell _Absorb Elements._ So it is worth comparing. _Absorb Elements_ covers all of these types with a reaction (unless you get hit with twice in one round): acid, cold, fire, lightning, and thunder. _Resistant Armor_ can cover one of those types all day (no reaction), but alternatively could cover force, poison, necrotic, psychic, and radiant. So the infusion is better for a persistent source of magical damage you're expecting. But it also goes to waste if you don't encounter the type you expected. The spell is better for unexpected, variable, or intermittent elemental damage sources - especially if you don't have the Shield spell competing for your reaction. If you're expecting to face something exotic, like aberrations or undead, use the infusion. If you want the infusion and don't have _any clue_ what to pick on a given day, go with Poison and hope _Absorb Elements_ covers you for anything else. Or, in the same case but you already have Poison resistance, go with Necrotic, because there seem to be a lot of monster attacks which decrease your max HP by the amount of Necrotic you receive. But if you're in a Spelljammer environment, for the love of Oghma, go Psychic.
Artificer class and kobolds goes together like chocolate and peanut butter. In my D&D-character-based graphic novel my kobold artificer character helps defeat the villain (a lich) by putting the for-plot-reasons indestructible soul cage into his bag of holding then destroying the bag.
That's a good setup for a sequel since the bag trick doesn't destroy anything but the bags. So the lich would eventually respawn somewhere in the astral realm The lich essentially got Vecna'ed
@@SleepySlann Oh it turned out that the ceremony to make him a lich was, in actuality, a ceremony to turn him into a conduit for a dark god to enter the realm, and so he wasn't *really* a lich, he just temporarily had some spells. Then the main character killed him to send the dark god back to their own realm. And if he'd been a magic user before trying this he'd have recognized that the instructions for the ceremony were not typical of becoming a lich. My kobold does tell him to have fun floating in the astral plane forever if/when he reconstitutes, though.
One fun combo is the Three-kin insect race with a repeating hand crossbow and shield for your main hands and a +1 infused hand crossbow for your secondary arms.
I'm just hoping OneD&D's launch goes smoothly, because I really want an updated Artificer. It's one of the best classes in terms of marrying the intended flavor and the mechanics, if a bit hard to fit in some settings.
A good start is Weapon/magic bonus, Armor Bonus, magic item bag of holding, magic item spell wrought tattoo (1st lvl spell). I go with things like find familiar that technically last past the spell first then something useful later on like healing or a uncommon damage type for the party but that's just my personal preference.
My favorite thing about infusions, is that they all work as a spellfocus. Therefore all spells that come from them can be flavored heavily by whatever item you use. Tattoo infusions can change images to match the spell. A false eye can fire a Web at the target.
Some of my favourites: Tiefling jester whose spell focus is a ventriloquist’s dummy (Talking Doll infusion) Half-Orc who swigs beer from an Alchemist’s Jug to produce magical belches Pulling spells out of a Bag of Holding
Some DM's don't allow it because it is kind of a flavor fail and gaming the system so might want to ask. I'm lvl6 in my campaign, and Radiant weapon and the boots that let you teleport 15 ft back are my favorites so far.
@@truecross4090 I've never really understood the value of the boots of the winding path, what have you found they're good for? I always find it a little weird, because the only use I can think of (at least in combat) is to move to an enemy, attack, and then use the teleport to retreat. But, 15 feet isn't enough to distance yourself, the enemy can just move that on their turn anyways. .-.
@@ijbindustries7923 Booming Blade, generally. Or any other kind of hazard (especially ones players are going to put down after your turn. If you have areas of slow or control. Or simply kiting and disengaging behavior. That it's a teleport makes it better than disengaging for movement economy. Great for some characters and builds but not others.
The tattoo is clearly not infusing "a non magical object", wich is the base requirement for the infusing process. So RAW it is not allowed and I would be hesitant to make an exception for this.
The artificer's kit is just so rich for added flavor. Reading about the possibility to make spellwrought tattoos, I came up with an Armorer whose background was a magical tattoo artist that uses that knowledge to permanently infuse his arcane armor. His first two levels before hitting subclass he was slowly working on tracing runes through his armor each night before finishing his magnum opus.
One thing I like is all infusions are prototypes so most DM's agree an infusion can count as a blueprint requirement for making magic items. In a constant storyline campaign this isn't too useful, but in a quest focused campaign where you keep returning to the guildhall for downtime, this means you just need time and money to make better items or versions of items that don't use your infusions. I even once got to make a order of the silver dragon shield because my character knew draconic and had a weapon of warning infusion as well as enhanced defense. Also we were lvl 13 by that point.
Exactly this, there is certainly a hidden power within the class depending on DM/Campaign because you are essentially the premiere crafter of magic items. My DM for our current campaign told us we would be playing a Witcher style monster hunter campaign, where he said we would be staying in one town primarily and to make these characters have in-depth backstories/last for a while due to that. Well I heard the "staying in one town for a long time" part and made my artificer who through crafting magic items for the group being very useful caused us to eventually turn the campaign from "witcher monster hunter" into "business simulator" by staying in town for extended periods running a magic item shop and working on creating more stuff with the real main reason we left town just to get more materials or promote our business. This would have kept going if it wasn't for the fact I made my artificer based on Griffith a bit and uh, well let's just say that I'm currently on my way to being the possible next BBEG and weaponizing my magic item making for a group of villains that will face off against the PCs lmao.
Custom 'Replicate Magic Item' infusion ideas. Casting Runes - a set of rune stones that allow you to cast Augury(a common example of a bonus spell or some other Diviniation type of magic) as a ritual. A great flavor piece for a lot of characters. The Lingering Mask - a blank looking face mask that when used as a material component for a Disguise Self/Alter Self spell it extends the duration of the spell by X. (Niche roleplay but quite nice for those characters). Arcane Metronome - provides advantage on Peformance rolls to anyone making a music based perfomance check and is within 30'.
I was going to say that two of these already exist but I forgot that the Spell wrought tattoos are limited to cantrips and 1st level spells. The second lvl spells that your first and third Items could be replaced by are 2nd lvl spells
@@nickm9102 it’ll still cost you, but it halved the cost and divides the time by 4 so since the time to develop magic items are for calculated in the gold you can use a day to make it this effectively makes the item creation 8 times faster than a regular person crashing said item.
I didn't look at the class closely before, but infusions are good at allowing a character to customize what they are good at each day. For example, they can optimize for dungeon crawls one day and then as a party face the next.
Artificer is a really cool class that can customize what they can do day by day like few other classes can. Especially Armorer which can go from frontline fighter to super sneaky in full armor and the Battle Smith who gets a customizable assistant to help you with whatever you need. Combine with the magic multi tool or the new Elf Trance ability and you can ensure that you have whatever tool proficiency you need for a situation (Carpentry and Masonry tools give you advantage on stealth over wood planks or bricks).
One frustrating thing about Artificer Infusions is if you are an Armorer Artificer, you can't really use both the Enhance Weapon and Enhance Armor infusion until level 9, since your Arcane Armor feature means your subclass weapon IS your armor, and you can only have one infusion per item.
that cannot be the intention since every other artificer can enhance their weapons and armor the special weapon is on the armor but it is not the armor itself
Not true. You can use the infusion on an armorers armor and weapons since they are not considered magical in the text. The armor is not your weapon. They are separate. The text says the gauntlets are simple weapons so they are considered separate simple weapons. You can remove them and as such are separate. The lightning launcher is even more so specifically stated to be a separate pice that is in your chest or can be on your fist, and is a simple ranged weapon. The only confusion would be if they count as magical where infusions need nonmagical, but nowhere in the armorers text does it say these weapons and armor are magical. In fact you choose an armor which can be nonmagical to be your armor. Moreover, you can put enhanced defense on a shield it doesn’t have to be on your armor.
Don't listen to these other guys. I played an Armorer for a couple years. 1. Infusions require nonmagical items, but Arcane Armor and Armor Model do not say it becomes a magic item, so you can infuse them. That part is correct. 2. The weapons ARE part of the armor. Your arcane armor gets customized by your armor model, stating, "Each model includes a special weapon". The Guardian states, "Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it", and the Infiltrator states, "A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon[...]". To further prove the point, Armor Modifications at level 9 says, "That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon", so OP is correct that you cannot give yourself an armor and weapon infusion at the same time until level 9 with armor modifications. You infuse ONE item, and the model does not make them into separate ITEMS. 3. Enhanced Defense can apply to a shield, and there's basically no reason to not have one. Later at level 6, you can replace it with Repulsion Shield. This is how you get a +1 to attack and AC, albeit without being able to get a +2 to AC like a Battle Smith with a shield could.
Personally 🐊, I really like the Alchemi Jug plus Catapult combo. 2 free vials of acid every day is nice. I would talk to the DM about the kind of container required for the acid, if it's glass you can take glass tools and make bottles and vials at half cost. And, also important, is how to rule the staking of acid in one catapult attack. If you hit a target with 4 vials of acid, is it that 3d8 bludgeoning damage + 8d6 acid? Or the acid makes an AoE damaje that gets bigger the more acid you stak? Either way, i like it 😬
I love Spell tattoos here. As a "support main" Im trying ro find ways to cleverly have access to more spells, and this is an amazing way to do so. Combine these tattoos with spell scrolls and wands for variety. Throw on a Spell storing ring to expand spell slots... I've got some theorycrafting to do...
Surprised you didn’t add Hex to the list of spells for lvl 1 spell wrought tattoos. Hex procs of of the artillerist’s cannon and scorching ray, meaning you get an extra 4-8d6 of damage in a turn depending on high level you are and cast spells. That and 10 scorching rays from a spell storing item is huge for resource and sustained damage.
Hex is generally not worth using you concentration on and it is bad for action econmy as it will eat most of your bonus actions during a combat if there are multiple enemies and your team is playing efficiently with target priority. There are many other spells you can get greater value out of than hex because, unless you have a grappler on your team or someone using hex's second effect, it is only a bit more damage for you. Hex is a bad spell.
@@textoffender3410you didn’t read the post did you. Artifacts can take up to 8 attacks a turn. The reason hex is bad for warlock specifically is because warlocks only had max level spell slots. Where an artificer gets it with a free use once a day you don’t use it in group of enemy’s. You use it on a big boss monster at level 17 your dealing an extra d86 damage with it on your turn. Thats an extra fireballs worth of damage. ( 2 force ballista plus+ 6 scorching ray. ) the only spell that has that much damage ( or close to) would be animate objects and that isn’t magical damage. even at the min your dealing 5d6 extra damage. Which is more than a wall of fire.
@@firesflame221 I'm aware of the hex+scorching ray combo, it's just that artificers are half casters and wont have many second and higher level spell slots for most of the game, +You cannot use the ballista on a turn when you cast hex or change hex's target. Your concentration is usually going to better spent on other spells, too. For example, at first level, a faerie fire is helping you and your summons and the rest of your team against 1 or more targets as much as hex does (increased chance to hit can be the same or better for DPR than more damage, especially with GWM or SS). At higher levels, things like web do the same. A single action cost is also about the same as multiple bonus actions for most artificer builds.
@@finalfantasy50the cannon in an object not a creature. The text for the cannon. “ Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.” The attack is originating from the cannon but you make the attack. Similar to how attack work with echo fighter.
I love how much you can do with Artificer infusions. Like I've found if you wanted to play a Warhammer 40k Ork in D&D, the best way to do it ironically is to go Battlesmith, use infusions to make a bow magical (or firearm if your DM allows them) and get a magic melee weapon. Take Great Weapon Master and Sharpshooter and you're as good at melee as you are at range and your ranged weapon doesn't need ammo. You'd just have to RP it like the character's intelligence is so alien and hyperfocused on utility/combat that it turns around and they seem like a blithering idiot to everyone else. :D
I'm very excited to play my mobile suit pilot character I put together. Armorer Artificer with a small rotation of infusions planned depending how loot goes along the campaign. Unfortunately as an almost-forever DM it'll likely be a while until they see the light of day, but I'm holding out hope 🤖
@@nickm9102 I didn't build the character with the intent or desire to get an actual Gundam-sized suit, just to emulate the abilities of one as best I can within the framework of 5e. Stuff like Replicate Magic Item: Brooch of Shielding as the nanolaminate armor coating some suits have, Replicate: Boots of Flight for, well, flight capabilities, etc etc. I don't like to corner my DMs into homebrewing the world around me/my characters.
ive always liked the idea of using a pole of collapsing infusion as my wand since infused items count as casting implements. depending on how you consider the ruling of expanding until it fills available space you can set its length at will by placing your hand where you want it to stop. it also could be good for some things like barring doors and whatnot. basically its just worse wukong.
My Armorer Artificer is technically a warforged, but I favored it as a creature stuck in a mech suit. First infusion was homunculus, at which point I RP'd finding the "open" button to reveal my character was a tiny kobold (the homunculus) piloting a warforged mech-suit (which is inanimate). Also the mech suit is wearing a stuffed dragon costume, so it just looks like a big ol teddy-dragon.
I just about lost my mind when I realized you could do any 1st level spell tattoo. I've been playing an artificer for about 4 years now and the Dm said it's fine for my homonculus to cast Bless from the tattoo. With my own bless I can juice up the whole party (magic initiate), or it leaves my concentration open for a wall of fire or resilient sphere. Super fun mechanic that really captures the "right tool for the job" feeling I want out of an inventor
My favorite artificer build is the pointman. Infuse hand crossbow, shield, and armor. Crossbow expert feat. Battle Smith gets both multiattack (plus bonus action attack from CE) and a steel defender. Stack AC with multiple other defenses, and you can still cast spells through an infused item so you don’t even need to stow/drop the hand crossbow.
Why would you take CBE? Your steel defender takes a bonus action to command and does 1d8+PB. Average damage is close to that of a hand crossbow, and you can't even use that bonus action on turns you cast spells anyway. At that point, just increase your INT.
@@AnaseSkyrider The real reason is flavor and fun. BUT... CE is a viable option if you need the range or you're stacking enough bonuses that the HCB outpaces steel defender in to-hit against a higher AC target. Battle Smith uses INT for both HCB and SD after level 3 (the earliest they get the SD anyhow). SD only gets prof + mod, whereas HCB gets prof + mod + infusion + other (eg magical ammunition - which, IMO, a DM should house-rule a similar cost to manufacture as for a wizard to make spell scrolls), AND the HCB can benefit more from multiclassing, if you're going to do that (although that's also suboptimal). But 99% the reason to do it is for the flavor of magical dungeon swat team.
The wording of the Artificer saying that you make magic items is part of the reason that I think that most of the Rune Knight's abilities can be used in an antimagic field. Antimagic fields stop spells, magic items and magical effects and the RK's abilities are not spells, to not say that they're magic items and the only one labels as "magical" are the abilities you get after activating Giant's Might. I use quotations around "magical" because that's what's used in Sage Advice when answering "Is the breath weapon of a dragon magical?" when talking about the spell antimagic field.
Nice one. Honestly the versatility of infusions is what made me love artificer when I first began in the hobby. Wrote like 5 different artificers on the last 2 years. Different. Yeah... Clearly not 3 armorers. At all Also, you got anything on Battlemaster optimization? I'm planning on playing one for a friend's campaing, a ranged one (with crossbow or guns, waiting for DM confirmation) and I plan to keep straight fighter cause not the biggest fan of multiclassing. But I don't know what maneuvers are really worth it besides Trip, menacing and precision strike, I'm lost beyond that point tbh. I was gonna ask you to do a video, but just now remembered you don't really like covering martials. So maybe if you got any link or resource I could take a look at?
Kobold, can we get a video on solo boss fight strategies? Because I feel like a lot of the spells that you usually recommend become way less effective when you only have one target (specially because of legendary resistances), and I wanted to hear your thoughts! Anyway, love your vids! Have a good day! :3
With the Infusion of Magic Items, you can pick Common ones and more if the DM approves. Pick the Pot of Awakening, create a Sentient Shrubbery friend every 30 days. Reach high level and create a Spelljam Helm with a 5th level spell for 5k gold, Create/buy/steal a Ship, Own a space ship crewed by intelligent plants that are comparable to lvl 1 commoners.
WotC made the decision to not include artificers in the 6e Player's Handbook. I personally am waiting until Artificers get an official release for 6e before I start playing. On the plus side, during the UA for 6e, WotC decided that Artificers belong in the Expertise group alongside Rogues, Bards, and now Rangers! Personally, I thinkcharacters should get extra skills based on their Intelligence score like they did in 4e, which includes 2 skills bumped up to Expertise, but that's just me trying to get some extra goodies for Intelligence like AC for Dex.
I’m just simply refusing to play 6e/onednd. 5e is a better system with everything I’ve seen and I refuse to rice wizards money after the OGL and Magic 30 issues. Wizards can go bankrupt and the community will keep 5e alive. We don’t need them.
@@firesflame221 it does have some improvements that’s about, so the equivalent of 5e’s basic rules in OneD&D should at least be looked over and possibly combined with the 5e for a custom 5.5e hybrid system that’s the best of both systems for the players.
@@PackTactics Also, I think they're holding off on Artificers due to there being no new crafting rules for 6e. Crafting is what the entire Artificer class is based around and it would make sense to release those rules at the same time the Artificer class drops, but that's just my outlook and WotC have been rather "common-sense-adverse" the last few years.
Honestly the repulsion shield is also top teir. Not just on armorers but because it can remove an attacker from range, even if it has reach. The +1 ac is an extra bonus but realisticly pushing things away is very strong
One thing i always say to some dms who dont want artificers on tjeir settings because 'is too technological' is that they are thinking inside the box, when in reality, an artificer can be a carpenter, a blacksmith, a puppeter, even a clothmaker or just a potion maker. Is all of that but learned how to use magic, same way a wizard does, which is why they use intelligence as their spellcasting stat. Even their powers, features and infusions can be seen as something non-technological and actually, ALL of their features can be compared with items from the DMG item lists in some way, so they can be played on non hightech settings easily
there's a really funny rule interaction that I'd probably never use as a DM, but could be enjoyable for the right group of rules lawyers. If an artificer dies and is brought back to life their infusions should still vanish after a number of days equal to their Int mod. A very dumb read would be that this happens even if you recast your infusions, a moderate reading would be this happens if the artificer fails to refresh their infusions after death. Could be very funny to note the time of death of the artificer and then 4 days later at the same time declare all their infusions have vanished. Again, would need the right group.
I would allow the familiar bag of holding implosion, however, I would reiterate my table rule. Once it's on the table it is available to the game world. The party should have some way to get back from the astral plane if they want to start doing this... oh, and be sure, they will "randomly" arrive at a fight they used this tactic to avoid.
Hey! Have you ever talked about the drakewarden? Id be curious to see your take on classes that have pets as core features and how good they are or arent
No but I can tell you I think beast master is better because they get better mounts at low levels. I don't think Drakewarden is bad. It's ok from what I remember.
I was hoping this video would go into the armorer's Armor Modification subclass feature, since to be honest I have absolutely no idea how it's supposed to work.
Theory query... We know the stuffing pocket dimensions into pocket dimensions things with bags of holding... but these are pre-existing pocket dimensions, we know there are such pocket dimensions that one could occupy for periods of time. Now the querry is what differences would occur by creating a pocket dimension(like a bag of holding) while occupying a pocket dimension? One is created within the other, so I think that part is fine... but it couldn't leave it's parent pocket dimension without some similarly disruptive ramifications. A simple trip wire trap could pull a bag of holding from within another bag quite easily.
The point of the rule is to prevent people from making fractal bags of holding with infinite storage, so creating one while already in another one would just cause an immediate “zap” to the astral realm
@@glytchmeister9856 so, a Genie warlock cannot use their Vessel as a workshop to make bags of holding or carry one when entering their vessel by that overly simple take. Cannot use Magnificent Mansion(or similar spell effects) while carrying a bag of holding, or again produce bags while within those effects. Several takes on a Lich's phylactery would cause the same issue if inserted into a bag of holding as it is a divice that stores the Lich's life essence in a pocket dimension too.
I once played in a game where the DM let the other player (artificer) create gloves of missile snaring. For context we were level four. When I brought this up the DM looked at it then dismissed it. I know this sounds harsh but the game was fun if a little wonky cuz of homebrew
About Bag of Holding. As the inside is a pocket dimension with no large body of mass (planet) inside, there shouldn't be gravity. Therefore weight wouldn't exist and the only limit is the volume. Destroying a bag with 1812 liter inside would kill everything around, as the water would literally explode out of it.
Weight is generally substitutable with mass in common parlance. The assumption is that the various inhabited worlds in DnD settings have gravitational accelerations roughly equal to that of Earth. I think if you try to pull this on your DM they will absolutely call bullshit, this is overly pedantic. The PHB is not a physics textbook, and DnD is not a physics simulator.
Sadly it’s DM dependent. Just left the game run by a horrible dm who I told pre campaign I was going to be using alchemy jugs to sell acid to make money to support my inventing and lifestyle. ( aristocratic). I go to try to sell it, and not a single place will buy my acid as it is “ to plentiful because anybody has alchemy jugs”. Meanwhile he gave his boyfriend a full watch selling shop that makes him about 200-300g per day without him interacting with it as it came with employees. Including a “watchmaker” meaning I could even try to make money though the shop if I wanted to. After the DM tried to force my character to be a divine caster as ( All magic in my setting requires gods to work) even though my “ magic is 100% tech based” and this rule didn’t apply to the sorcerer. And this was after me telling him I have religious trauma and don’t play divine casters for a reason. I left.
I have the whole class early, it came with the promo. I can't tell you much but what I can tell you is it's a half caster that gets spirit guardians and wall of force and I think just by saying that gives you a good picture how powerful it is.
@@PackTactics yea I have see the free preview pdf and there is the all class and subclass there, im getting the impression that it get too much: spells like an artificer, d10, fighting style, ability resable till you have hit dice, passive bonus from spirit, active ability of spirit, you get the point...
Also as I understand it raw , artificer infusions can be used as a spellcasting focus for any other spell casting class Ex wizard : You can use an arcane focus as a spellcasting focus for your WIZARD spells. However artificer simply say for infusions "After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus."
Repeating Shot is a strange one, that is usually good but can really skyrocket in value in certain capaigns (even official ones! *wink wink* Rime of the Frostmaiden ) if firearms, especially if modern/futuristic, are present and the adventure designer expected the weapon to be mostly a novelity due to lack of ammunition. Insert the infinite amno code and have fun with an one handed 3d6 radiant damage ranged weapon or something
I love artificers Infusions, only problem for me is, none of the other DM's I have ever met do and always seem to hate them for one reasons or another. like, two of the reasons I have heard from friends who DM's and hate Artificers Infusions are 1. "they are Free Magic Items for the party at 2nd level" (said by a friend who DM's and hates Infusions with a passion since he only gives his Party a single Magic Item Each...At around 6th level and then never again) 2. ""Artificers are overpowered enough if you know what your doing, they don't need Infusions making them better" (commonly said by another friend who spends most his Prep-time for his sessions he hosts obsessing over trying to balance encounters/puzzles around the the party and what they can do and they actually bans Infusions from their games, but still allows artificers) and, I don't know whether I just have bad luck with people I meet, or just are in Terrible groups, but a ton of people I have met have shared similar sentiments as well as just an overall irrational dislike for artificers in general
Only giving players one magic item at lvl 6 and never again fucking sucks There’s a reason there are three attunement slots And they’ll never get any of the nicer items Just play a no magic campaign or something, fucking hell. As for being mad about artificers being OP… Do the ban wizards, too? And Druids? And clerics? Again, just run no-magic, or play a different system. I’d never play in either of those DM’s games.
(If GM is flexible) take Tavern Brawler and Eldritch Knight 3, declare arcane armor as weapon, Bond with it. Now you can summon it. Ideally on you but even at one's feet would be funny.
By the strictest RAW, no, since Repeating Shot doesn't remove the ammunition property, and the ammunition property means you need a free hand to re-load. However, Crawford has endorsed the common-sense logic that you do not, in fact, have to "draw ammunition" when the weapon is creating its own ammunition and loading itself. (Why they didn't say Repeating Shot ignores the ammo property, I don't know.)
Who's idea was it at DnDB to put orange text on a beige background? It's hard enough to read even at normal resolution, and if you have color vision issues it becomes unreadable completely.
I wish amorers could get the ability to infuse magical armor at like level 9. They don't need magical weapons, they don't need magical armor, all they need are their infusions, and it can get a tad boring since most of those infusions would be generic +X
Depends if you want AOE DPR or Single target DPR. For AoE it’s artillerist using flamethrower cannons+ acid splash on 2 enemies. For single target, it’s Hex spell wrought tattoo + force ballista +scorching ray. At level 17 it’s around 100 DPR but you also get the ability to sustain damage longer than normal sustained casters as if your use a spell storing ring you have an extra 10 casts of scorching ray.
An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time.
Playing an artificer in a dichotomous campaign Booming blade+repulsion shield is a nasty combo if you wind up in melee hit them with that booming blade on your turn. on their turn, they hit you, you knock them back, and they're kinda fucked no matter what they do. 1. you have knocked them prone, so they have to spend half their movement just to get up 2. if they don't move, they can't attack you or anyone else unless they have ranged options (which, why would they be in melee then?) 3. if they do move, they just took more damage
Booming Blade is a melee cantrip so you kind of have to be in melee. So it's a strategy YOU YOURSELF are employing. So don't walk up to a ranged creature to use this.
Dont sleep on Homunculus people. At level 11 when you unlock spell storing item, the Homunculus' heart counts as an infused item and means the homunculus can produce the spells effect simply by "touching" its heart.
That reading is iffy. The spell-storing item is a simple/martial weapon or an item you can use as a spell focus. The gem doesn't become one until it is infused, at which point a whole ass creature is formed around it. Technically, there are no rules at play here, but the default assumption is that the item is inaccessible, and the Servant is not an item either.
@@AnaseSkyrider the gem is infused. infusions count as an item you can use as a spellcasting focus. by RAW, it works. my Homunculus has been a number of insects with exoskeletons that leave the heart looking exposed. the Homunculus is technically in contact with its heart lol. im just sayin, this channel is about optimization and by RAW this makes Homunculus a lot more optimal than by just playing it the RAI way.
@@greenhawk3796 Once again, your RAW reading is tenuous at best. This is not RAW, this is, "The rules don't say I can't" which is entirely different, and again, tenuous at best. Just because you flavored the item as an exposed core doesn't mean it can be touched and accessed after a whole ass creature formed around it.
@@greenhawk3796 No, that's not how that works. You can only do what the rules say you can, and everything else is up to the GM. That would be like saying you can break open any wall with 10 minutes of work because "the rules don't say I can't".
I sort of abuse replicate magic item. I think it was Xanathar's that added that crafting a magic item requires a blueprint to make in addition to the time and resources. Because of this when I take replicate magic item I then take my new knowledge of how to make said magic item and use it to make a blueprint, when I level up I swap out the magic item I know how to make and I repeat the process, essentially creating a spell book with nothing but blueprints for making magic items, which I can then make copies of because blueprints are consumed in the creation of a magic item. By the end I essentially know how to make the majority of magic items in the game without ever having had to discover a blueprint or have someone teach me.
Nope, it’s intended, spell scrolls contain the arcane text for the spell, an artificer wizard combo could get every spell on the artificer list added to his list for much cheaper basically. And potion of healing can make content too easy, there as many more consumables Than tattoos, why would only tattoos not work.
I love the idea of an artificer being a full caster who locks an amount of spell levels into various infusions. You can make more magic items at the expense of spell slots.
Alternatively, something like the OneD&D warlock Invocations, where for one playtest, Mystic Arcanum could be used to give them spells above their half casting, would be great. But infusions instead of Invocations.
Even as an artificer fan I need to point out the error in the first 12 seconds of the video: "alot of options" = 'returning weapon, repeating shot, and a handful of replicate magic items' edit: also, 7 minute mark you talk about the astral sea bomb, dud they 'patched' that ages ago, that isnt a thing anymore.
Spellwrought tattoo is not as strong as I think you make it out to be. It's not like you can have multiple people with multiple tattoos. In it's description it even says it's the needle that gets consumed during the spell.
Yea that’s what’s makes is strong. Depending on how the DM rules in. I rule it that once consumes the item can be reinfused and to can now make a second tattoo. Allowing you to stack tattoos in your downtime as long as your have space on your body. ( Magic tattoos take up space depending on the spell slot)
Futuristic weapons are busted strong, but are balanced around their unique ammo which can be restricted by the GM. Wait, Repeating Infusion does what? Oh... I should not have given you that Antimatter Rifle...
I know Artificers are not intended for PHB2024 but hear me out: Musician Origin feat on artificer with pipes of haunting and you simultaneously fear and inspire... To be honest considering the spellcasting changes etc Artificers seem very abusable in dnd 2024.
Link to the Book of Spirits kickstarter: www.kickstarter.com/projects/beyondthescreen/book-of-spirits-an-ethereal-supplement-for-5e?ref=5g12f1
Thank you Beyond the Screen for sponsoring this video!
Of course _you_ would recommend bagpipes to players. XD
Quick question about the Infusions: An example that an artificer can only infuse 2 items, (starting out) how long do the items stay infused, and can you infuse 2 more items the next day, giving you 4 infused items, or would that reset any items to no longer be infused?
@@FrankenXANA Pulling from the book here:
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.
It hurts that artificer isnt getting any love in OneDnD
It'll be a paid expansion
@@Tizzaylor As if the vast majority of 5e isn't paid DLCs.
I'd be happy if they just buffed the Alchemist.
@@LucanVarisooof
@@LucanVarisI’m pretty sure that was their point
Artificer is one of my favourite classes to play, and this right here is a major reason why. There are so many interesting options for Infusions, with interesting synergies. And they're not just limited to what synergizes with your own build, but you can hand them off to other players, as well. Spellwrought Tattoo Tech is a great example of things you can hand off to any member of the party. Even something as simple as "We have a Ranged Monk build in the party with no spellcaster levels, let's hand off a Spellwrought Bless for them to Concentrate on, since they're never going to be in melee range". This isn't even rules dubious, this is entirely mechanics as intended, but changes the whole party dynamic and power level massively.
I used to think Mutant Blood Hunter was neat (still kinda is) but Infusions ultimately beat Mutagens.
Its a shame a lot of westmarch servers hate it and think giving the whole party/server Find Familiar is problematic. I think otherwise since it speeds up my games (if I have familiars act immediately after the player) as some days you just get players rolling bad and low. Or when the whole party sends the familiars to scout, I don't have to narrate the scene for just one scout.
Pipes of Haunting as a Spellcasting Focus gives your Spells a ghostly flavor. During character creation, grab Bagpipe proficiencies or some other wind Instrument.
Correct. You need wind instrument prof.
Even without charisma, you end up with expertise in instruments too, since they're tools.
You can't do that! It has to be an artisa-
Wait.
You can use any item bearing one of your infusions...
You don't even need the proficiency, you CAN use this!
(Or do you need the proficiency to actually play the pipes?)
@@theuncalledforWithout proficiency, I suppose it's just Pipes that you can use as a Spellcasting Focus.
@@xiongray
Ah, I see. I checked Artificer, but I didn't check the pipes. I take it they require proficiency to actually use the haunting effect then.
Nothing better than introducing a new artificer character with a repeating crossbow. "Now you use your action to reload."
"No I don't."
"Oh yeah because your thing."
*Looks of confusion for everyone else.
You don't use your action to reload anyways. But it does allow for multiple attacks.
@@pheonox7197 It also means you don't need a free hand. +2 AC.
@@saltypork101 Oh damn, you just changed my prespective on that infusion with this comment
I’ve made several builds in the artificer class but the general rule I fall into is prioritize attack bonus and defense bonus first and once you have those experiment with the rest.
Iirc revolver + repeating shot hand crossbow with Dual Wielder and CBE should work. Pew pew. I know juggling is a thing but dual wielding is cool.
Honestly. Meh. Focus on attack and defense is literally the thing every single class does. And if that is always the thing you go for you just make the same character every single time.
@@Cloud_Seeker defense is universally good as having higher AC makes you less likely to die, attack buffs are important for 3 out of 4 subclasses of Artificer in Armorer, Artillerist and Battle Smith since Armorer and Battle Smith uses weapons that can be infused and Artificer can use any infusion as a spell casting focus so Artillerist using enhanced Arcane focus will be the best as it will improve your spell casting and your cannon hit rate. And that’s just using 2 infusions or 3 if you use both a ranged and melee weapon with the infusions, so you’ll still have all your future infusions to experiment and find what you like.
@@AtelierGodAs I said. Focusing on high AC and high Attack is literally what every single class does. A fighter focuses on getting the highest AC armor and also try to get the highest possible attack bonus.
Same goes for Paladin, Rogue, Monk, Barbarian, Cleric and all other classes.
It is just playing the same exact way as everything else.
Why bother playing an artificer if you are going to make it a temporary 3-day fighter.
Had an idea for a spelljammer artificer who used the "two bags of holding bomb" on themselves as a portal to get back to the astral whenever needed.
How do you feel about meta gaming?
@@jamestaylor3805 ...what
@@jamestaylor3805it’s not meta gaming if the character knows how the items work.
@@firesflame221 that's an assumption, that the character would know how demi planes interact when all he's doing making a bag to hold stuff based on magics so weak. The rarity of the occurance would mean even an expertise in arcane would need to roll.
@@firesflame221 do the people who build cars know the chemistry of how gasoline works?
Alchemy jug can make a quite a bit of mayo per day. A bag of holding can hold a frankly absurd amount of mayo. A familiar can carry a bag of holding to a location and leave it. Once you infuse a new object the old bag of holding reverts to being non magical, disgorging the contents into the space, but then it is subject to the whims of gravity. Most castles tend to have rafters, which can easily hold a bag, but not really easily hold 500 POUNDS of rancid mayo.
I think it's a little much to expect 500 pounds to collapse a building. The snow that falls on a modestly sized roof in a northern climate can easily weigh a hundred times that amount (around 20 lbs./sq. ft.) At best, it's an enormous inconvenience.
@@DistortedSemance Destroying a building was never the intent. Dumping 500 pounds of rancid mayo on Strahd's head however.....
That general strategy is my plan for a zombie army. Using the bag of holding like a bomber suddenly dropping the zombies amongst the enemy.
@frankbarbee3212 Try skeletons. They weigh less. And hey, since it doesn't affect their combat stats at all, halfling skeletons would be ideal.
A human skeleton typically weighs 15% of overall body weight, so for a 150 lb. person that's about 22 lbs. But halflings only have a body weight of 40-45 lbs., so they would have skeletons weighing about seven - compared to 150 or more for a human zombie. Assuming you could tetris them in there, you could fit 70 halfling skeletons in the same space as three human zombies.
Honoury shout-out to the Resistant Armor infusion. It covers all damage types (not just the normal element options) and you choose the damage type as you infuse it rather than when you choose the infusion allow you to change it on a long rest.
A note that Resistant Armor has partial overlap with the spell _Absorb Elements._ So it is worth comparing.
_Absorb Elements_ covers all of these types with a reaction (unless you get hit with twice in one round): acid, cold, fire, lightning, and thunder.
_Resistant Armor_ can cover one of those types all day (no reaction), but alternatively could cover force, poison, necrotic, psychic, and radiant.
So the infusion is better for a persistent source of magical damage you're expecting. But it also goes to waste if you don't encounter the type you expected.
The spell is better for unexpected, variable, or intermittent elemental damage sources - especially if you don't have the Shield spell competing for your reaction.
If you're expecting to face something exotic, like aberrations or undead, use the infusion.
If you want the infusion and don't have _any clue_ what to pick on a given day, go with Poison and hope _Absorb Elements_ covers you for anything else. Or, in the same case but you already have Poison resistance, go with Necrotic, because there seem to be a lot of monster attacks which decrease your max HP by the amount of Necrotic you receive.
But if you're in a Spelljammer environment, for the love of Oghma, go Psychic.
Artificer class and kobolds goes together like chocolate and peanut butter.
In my D&D-character-based graphic novel my kobold artificer character helps defeat the villain (a lich) by putting the for-plot-reasons indestructible soul cage into his bag of holding then destroying the bag.
That's a good setup for a sequel since the bag trick doesn't destroy anything but the bags.
So the lich would eventually respawn somewhere in the astral realm
The lich essentially got Vecna'ed
@@SleepySlann Oh it turned out that the ceremony to make him a lich was, in actuality, a ceremony to turn him into a conduit for a dark god to enter the realm, and so he wasn't *really* a lich, he just temporarily had some spells. Then the main character killed him to send the dark god back to their own realm. And if he'd been a magic user before trying this he'd have recognized that the instructions for the ceremony were not typical of becoming a lich.
My kobold does tell him to have fun floating in the astral plane forever if/when he reconstitutes, though.
One fun combo is the Three-kin insect race with a repeating hand crossbow and shield for your main hands and a +1 infused hand crossbow for your secondary arms.
You can also make your thri kreen small and let it ride it's robot as a battlesmith
I'm just hoping OneD&D's launch goes smoothly, because I really want an updated Artificer. It's one of the best classes in terms of marrying the intended flavor and the mechanics, if a bit hard to fit in some settings.
We know that it won't go well. Hasbro will definitely see to that.
Perfect timing, I'm playing a lvl 2 Artificer and cant decide
A good start is Weapon/magic bonus, Armor Bonus, magic item bag of holding, magic item spell wrought tattoo (1st lvl spell). I go with things like find familiar that technically last past the spell first then something useful later on like healing or a uncommon damage type for the party but that's just my personal preference.
I've played 2 up to level 14 and my picks have always depended on party composition and magic item frequency in game
My favorite thing about infusions, is that they all work as a spellfocus. Therefore all spells that come from them can be flavored heavily by whatever item you use. Tattoo infusions can change images to match the spell. A false eye can fire a Web at the target.
I infused my shield so I can cast Shield with my Shield.
@@costanzafaust exactly. Or you infuse a sword, then you cast Absorb Elements by cutting the fire or ice or whatever element it was in half.
@@ruga-ventojthat's so dope
Some of my favourites:
Tiefling jester whose spell focus is a ventriloquist’s dummy (Talking Doll infusion)
Half-Orc who swigs beer from an Alchemist’s Jug to produce magical belches
Pulling spells out of a Bag of Holding
lmao we were just talking about artificer infusions on the discord when this video dropped
I was there. I heard everything.
@@PackTactics _oh no_ we failed the stealth check haven't we? If only we had cast Pass without Trace beforehand.
I'd never thought about the spellwrought tattoo as an infusion, that's so clever!
Some DM's don't allow it because it is kind of a flavor fail and gaming the system so might want to ask.
I'm lvl6 in my campaign, and Radiant weapon and the boots that let you teleport 15 ft back are my favorites so far.
@truecross4090 those boots of returning are so cool without being totally busted
@@truecross4090 I've never really understood the value of the boots of the winding path, what have you found they're good for? I always find it a little weird, because the only use I can think of (at least in combat) is to move to an enemy, attack, and then use the teleport to retreat. But, 15 feet isn't enough to distance yourself, the enemy can just move that on their turn anyways. .-.
@@ijbindustries7923 Booming Blade, generally. Or any other kind of hazard (especially ones players are going to put down after your turn. If you have areas of slow or control. Or simply kiting and disengaging behavior. That it's a teleport makes it better than disengaging for movement economy. Great for some characters and builds but not others.
The tattoo is clearly not infusing "a non magical object", wich is the base requirement for the infusing process.
So RAW it is not allowed and I would be hesitant to make an exception for this.
The artificer's kit is just so rich for added flavor. Reading about the possibility to make spellwrought tattoos, I came up with an Armorer whose background was a magical tattoo artist that uses that knowledge to permanently infuse his arcane armor. His first two levels before hitting subclass he was slowly working on tracing runes through his armor each night before finishing his magnum opus.
One thing I like is all infusions are prototypes so most DM's agree an infusion can count as a blueprint requirement for making magic items. In a constant storyline campaign this isn't too useful, but in a quest focused campaign where you keep returning to the guildhall for downtime, this means you just need time and money to make better items or versions of items that don't use your infusions.
I even once got to make a order of the silver dragon shield because my character knew draconic and had a weapon of warning infusion as well as enhanced defense. Also we were lvl 13 by that point.
I wish my DM ruled that.
Exactly this, there is certainly a hidden power within the class depending on DM/Campaign because you are essentially the premiere crafter of magic items. My DM for our current campaign told us we would be playing a Witcher style monster hunter campaign, where he said we would be staying in one town primarily and to make these characters have in-depth backstories/last for a while due to that. Well I heard the "staying in one town for a long time" part and made my artificer who through crafting magic items for the group being very useful caused us to eventually turn the campaign from "witcher monster hunter" into "business simulator" by staying in town for extended periods running a magic item shop and working on creating more stuff with the real main reason we left town just to get more materials or promote our business. This would have kept going if it wasn't for the fact I made my artificer based on Griffith a bit and uh, well let's just say that I'm currently on my way to being the possible next BBEG and weaponizing my magic item making for a group of villains that will face off against the PCs lmao.
Tea infused sword
I LOVE artificer. Hands down my favorite class, and Infusions are GREAT ways to make items to help your team out or to further have gadgets on hand.
Custom 'Replicate Magic Item' infusion ideas.
Casting Runes - a set of rune stones that allow you to cast Augury(a common example of a bonus spell or some other Diviniation type of magic) as a ritual. A great flavor piece for a lot of characters.
The Lingering Mask - a blank looking face mask that when used as a material component for a Disguise Self/Alter Self spell it extends the duration of the spell by X. (Niche roleplay but quite nice for those characters).
Arcane Metronome - provides advantage on Peformance rolls to anyone making a music based perfomance check and is within 30'.
I was going to say that two of these already exist but I forgot that the Spell wrought tattoos are limited to cantrips and 1st level spells. The second lvl spells that your first and third Items could be replaced by are 2nd lvl spells
@@nickm9102 the uncommon variants are for the 10th level feature.
@@AtelierGod Oh, OK then at 10th lvl you can make spell wrought tattoos of up to 3rd lvl spells so even more fun.
@@nickm9102 it’ll still cost you, but it halved the cost and divides the time by 4 so since the time to develop magic items are for calculated in the gold you can use a day to make it this effectively makes the item creation 8 times faster than a regular person crashing said item.
I didn't look at the class closely before, but infusions are good at allowing a character to customize what they are good at each day. For example, they can optimize for dungeon crawls one day and then as a party face the next.
Yes and no. You start off with only knowing 4, and it goes up pretty slowly.
Not really, artificer don't put points in charisma because it's usless for the class
@@googloocraft1217I have an artificer/wizard with +2 charisma, so it’s not unheard of.
Artificer is a really cool class that can customize what they can do day by day like few other classes can. Especially Armorer which can go from frontline fighter to super sneaky in full armor and the Battle Smith who gets a customizable assistant to help you with whatever you need. Combine with the magic multi tool or the new Elf Trance ability and you can ensure that you have whatever tool proficiency you need for a situation (Carpentry and Masonry tools give you advantage on stealth over wood planks or bricks).
One frustrating thing about Artificer Infusions is if you are an Armorer Artificer, you can't really use both the Enhance Weapon and Enhance Armor infusion until level 9, since your Arcane Armor feature means your subclass weapon IS your armor, and you can only have one infusion per item.
that cannot be the intention since every other artificer can enhance their weapons and armor
the special weapon is on the armor but it is not the armor itself
Not true. You can use the infusion on an armorers armor and weapons since they are not considered magical in the text. The armor is not your weapon. They are separate. The text says the gauntlets are simple weapons so they are considered separate simple weapons. You can remove them and as such are separate. The lightning launcher is even more so specifically stated to be a separate pice that is in your chest or can be on your fist, and is a simple ranged weapon.
The only confusion would be if they count as magical where infusions need nonmagical, but nowhere in the armorers text does it say these weapons and armor are magical. In fact you choose an armor which can be nonmagical to be your armor. Moreover, you can put enhanced defense on a shield it doesn’t have to be on your armor.
Don't listen to these other guys. I played an Armorer for a couple years.
1. Infusions require nonmagical items, but Arcane Armor and Armor Model do not say it becomes a magic item, so you can infuse them. That part is correct.
2. The weapons ARE part of the armor. Your arcane armor gets customized by your armor model, stating, "Each model includes a special weapon". The Guardian states, "Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it", and the Infiltrator states, "A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon[...]". To further prove the point, Armor Modifications at level 9 says, "That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon", so OP is correct that you cannot give yourself an armor and weapon infusion at the same time until level 9 with armor modifications. You infuse ONE item, and the model does not make them into separate ITEMS.
3. Enhanced Defense can apply to a shield, and there's basically no reason to not have one. Later at level 6, you can replace it with Repulsion Shield. This is how you get a +1 to attack and AC, albeit without being able to get a +2 to AC like a Battle Smith with a shield could.
Personally 🐊, I really like the Alchemi Jug plus Catapult combo. 2 free vials of acid every day is nice.
I would talk to the DM about the kind of container required for the acid, if it's glass you can take glass tools and make bottles and vials at half cost. And, also important, is how to rule the staking of acid in one catapult attack.
If you hit a target with 4 vials of acid, is it that 3d8 bludgeoning damage + 8d6 acid? Or the acid makes an AoE damaje that gets bigger the more acid you stak?
Either way, i like it 😬
Artificer time , by the way , Artificer reminds me Rain World too :>
Astral elf + The Right Tool Tor The Job = every tool in the game with the right planning
I love Spell tattoos here. As a "support main" Im trying ro find ways to cleverly have access to more spells, and this is an amazing way to do so. Combine these tattoos with spell scrolls and wands for variety. Throw on a Spell storing ring to expand spell slots... I've got some theorycrafting to do...
Surprised you didn’t add Hex to the list of spells for lvl 1 spell wrought tattoos. Hex procs of of the artillerist’s cannon and scorching ray, meaning you get an extra 4-8d6 of damage in a turn depending on high level you are and cast spells. That and 10 scorching rays from a spell storing item is huge for resource and sustained damage.
Hex is generally not worth using you concentration on and it is bad for action econmy as it will eat most of your bonus actions during a combat if there are multiple enemies and your team is playing efficiently with target priority.
There are many other spells you can get greater value out of than hex because, unless you have a grappler on your team or someone using hex's second effect, it is only a bit more damage for you.
Hex is a bad spell.
@@textoffender3410you didn’t read the post did you. Artifacts can take up to 8 attacks a turn. The reason hex is bad for warlock specifically is because warlocks only had max level spell slots. Where an artificer gets it with a free use once a day you don’t use it in group of enemy’s. You use it on a big boss monster at level 17 your dealing an extra d86 damage with it on your turn. Thats an extra fireballs worth of damage. ( 2 force ballista plus+ 6 scorching ray. ) the only spell that has that much damage ( or close to) would be animate objects and that isn’t magical damage. even at the min your dealing 5d6 extra damage. Which is more than a wall of fire.
how can the cannon proc hex, it isnt you that is attacking, the cannon is its own entity
@@firesflame221 I'm aware of the hex+scorching ray combo, it's just that artificers are half casters and wont have many second and higher level spell slots for most of the game, +You cannot use the ballista on a turn when you cast hex or change hex's target.
Your concentration is usually going to better spent on other spells, too. For example, at first level, a faerie fire is helping you and your summons and the rest of your team against 1 or more targets as much as hex does (increased chance to hit can be the same or better for DPR than more damage, especially with GWM or SS).
At higher levels, things like web do the same. A single action cost is also about the same as multiple bonus actions for most artificer builds.
@@finalfantasy50the cannon in an object not a creature. The text for the cannon. “ Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.” The attack is originating from the cannon but you make the attack. Similar to how attack work with echo fighter.
The Helm of Awareness is great for avoiding surprise. not for ambushes but because no plot twist will surprise you at any point.
Big fan of Armor of Magical Strength for the thematics and mechanics. Truly capture the “power armor” aesthetic.
I love how much you can do with Artificer infusions. Like I've found if you wanted to play a Warhammer 40k Ork in D&D, the best way to do it ironically is to go Battlesmith, use infusions to make a bow magical (or firearm if your DM allows them) and get a magic melee weapon. Take Great Weapon Master and Sharpshooter and you're as good at melee as you are at range and your ranged weapon doesn't need ammo. You'd just have to RP it like the character's intelligence is so alien and hyperfocused on utility/combat that it turns around and they seem like a blithering idiot to everyone else. :D
I'm very excited to play my mobile suit pilot character I put together. Armorer Artificer with a small rotation of infusions planned depending how loot goes along the campaign. Unfortunately as an almost-forever DM it'll likely be a while until they see the light of day, but I'm holding out hope 🤖
Considering that Armorer was designed so people can play Ironman it might be a mixed blessing. I don't know if it would play the way you want it to.
@@nickm9102 I didn't build the character with the intent or desire to get an actual Gundam-sized suit, just to emulate the abilities of one as best I can within the framework of 5e. Stuff like Replicate Magic Item: Brooch of Shielding as the nanolaminate armor coating some suits have, Replicate: Boots of Flight for, well, flight capabilities, etc etc. I don't like to corner my DMs into homebrewing the world around me/my characters.
@@DrSolarMD Fair enough.
I love Artificer. This video was a loved video long time coming
ive always liked the idea of using a pole of collapsing infusion as my wand since infused items count as casting implements. depending on how you consider the ruling of expanding until it fills available space you can set its length at will by placing your hand where you want it to stop. it also could be good for some things like barring doors and whatnot. basically its just worse wukong.
About to play an artificer, lovely timing
My Armorer Artificer is technically a warforged, but I favored it as a creature stuck in a mech suit. First infusion was homunculus, at which point I RP'd finding the "open" button to reveal my character was a tiny kobold (the homunculus) piloting a warforged mech-suit (which is inanimate). Also the mech suit is wearing a stuffed dragon costume, so it just looks like a big ol teddy-dragon.
Fun as usual
I just about lost my mind when I realized you could do any 1st level spell tattoo. I've been playing an artificer for about 4 years now and the Dm said it's fine for my homonculus to cast Bless from the tattoo. With my own bless I can juice up the whole party (magic initiate), or it leaves my concentration open for a wall of fire or resilient sphere. Super fun mechanic that really captures the "right tool for the job" feeling I want out of an inventor
Just in time im going to be playing an artificer for the first time next week!
My favorite artificer build is the pointman.
Infuse hand crossbow, shield, and armor. Crossbow expert feat. Battle Smith gets both multiattack (plus bonus action attack from CE) and a steel defender.
Stack AC with multiple other defenses, and you can still cast spells through an infused item so you don’t even need to stow/drop the hand crossbow.
Why would you take CBE? Your steel defender takes a bonus action to command and does 1d8+PB. Average damage is close to that of a hand crossbow, and you can't even use that bonus action on turns you cast spells anyway. At that point, just increase your INT.
@@AnaseSkyrider The real reason is flavor and fun. BUT...
CE is a viable option if you need the range or you're stacking enough bonuses that the HCB outpaces steel defender in to-hit against a higher AC target.
Battle Smith uses INT for both HCB and SD after level 3 (the earliest they get the SD anyhow). SD only gets prof + mod, whereas HCB gets prof + mod + infusion + other (eg magical ammunition - which, IMO, a DM should house-rule a similar cost to manufacture as for a wizard to make spell scrolls), AND the HCB can benefit more from multiclassing, if you're going to do that (although that's also suboptimal).
But 99% the reason to do it is for the flavor of magical dungeon swat team.
@@TrojanManSCP I hadn't considered that for a Battle Smith, the defender uses your spell attack as separate from your weapon attack.
The wording of the Artificer saying that you make magic items is part of the reason that I think that most of the Rune Knight's abilities can be used in an antimagic field. Antimagic fields stop spells, magic items and magical effects and the RK's abilities are not spells, to not say that they're magic items and the only one labels as "magical" are the abilities you get after activating Giant's Might.
I use quotations around "magical" because that's what's used in Sage Advice when answering "Is the breath weapon of a dragon magical?" when talking about the spell antimagic field.
Nice one. Honestly the versatility of infusions is what made me love artificer when I first began in the hobby. Wrote like 5 different artificers on the last 2 years. Different. Yeah... Clearly not 3 armorers. At all
Also, you got anything on Battlemaster optimization? I'm planning on playing one for a friend's campaing, a ranged one (with crossbow or guns, waiting for DM confirmation) and I plan to keep straight fighter cause not the biggest fan of multiclassing. But I don't know what maneuvers are really worth it besides Trip, menacing and precision strike, I'm lost beyond that point tbh.
I was gonna ask you to do a video, but just now remembered you don't really like covering martials. So maybe if you got any link or resource I could take a look at?
Kobold, can we get a video on solo boss fight strategies? Because I feel like a lot of the spells that you usually recommend become way less effective when you only have one target (specially because of legendary resistances), and I wanted to hear your thoughts! Anyway, love your vids! Have a good day! :3
Artificers are awesome
With the Infusion of Magic Items, you can pick Common ones and more if the DM approves. Pick the Pot of Awakening, create a Sentient Shrubbery friend every 30 days.
Reach high level and create a Spelljam Helm with a 5th level spell for 5k gold, Create/buy/steal a Ship, Own a space ship crewed by intelligent plants that are comparable to lvl 1 commoners.
I see PackTics vid, I watch the silly Drgn.
I love having Zephyr Strike or Silvery Barbs as a Spellwrought Tattoo infusion on my Armorer Artificer.
Love magic henna tattoos
WotC made the decision to not include artificers in the 6e Player's Handbook. I personally am waiting until Artificers get an official release for 6e before I start playing.
On the plus side, during the UA for 6e, WotC decided that Artificers belong in the Expertise group alongside Rogues, Bards, and now Rangers!
Personally, I thinkcharacters should get extra skills based on their Intelligence score like they did in 4e, which includes 2 skills bumped up to Expertise, but that's just me trying to get some extra goodies for Intelligence like AC for Dex.
It's so cringe that they're not including Artificer in the new PHB. Idk what the hell they're thinking.
@@PackTacticswell until they do, tell the DM that OneD&D is backwards compatible and play the old version until it’s out.
I’m just simply refusing to play 6e/onednd. 5e is a better system with everything I’ve seen and I refuse to rice wizards money after the OGL and Magic 30 issues. Wizards can go bankrupt and the community will keep 5e alive. We don’t need them.
@@firesflame221 it does have some improvements that’s about, so the equivalent of 5e’s basic rules in OneD&D should at least be looked over and possibly combined with the 5e for a custom 5.5e hybrid system that’s the best of both systems for the players.
@@PackTactics Also, I think they're holding off on Artificers due to there being no new crafting rules for 6e. Crafting is what the entire Artificer class is based around and it would make sense to release those rules at the same time the Artificer class drops, but that's just my outlook and WotC have been rather "common-sense-adverse" the last few years.
Im always a big fan of Return Weapon Battlesmiths
If you sometimes have water bits, waking up and giving three people Cloak of the Manta Ray really changes those encounters.
Artificer Battlesmith is the superior Arcane Archer.
Honestly the repulsion shield is also top teir. Not just on armorers but because it can remove an attacker from range, even if it has reach. The +1 ac is an extra bonus but realisticly pushing things away is very strong
I'm playing a pirate campaign lots of on ship stuff with repulsion shield it is amazing
I knew the second I saw this video you were gonna talk aboit spellwraught tattoo.
boots of winding path are quite good for a bunch of builds
I love spamming sleep every turn with tattoos!
One thing i always say to some dms who dont want artificers on tjeir settings because 'is too technological' is that they are thinking inside the box, when in reality, an artificer can be a carpenter, a blacksmith, a puppeter, even a clothmaker or just a potion maker. Is all of that but learned how to use magic, same way a wizard does, which is why they use intelligence as their spellcasting stat. Even their powers, features and infusions can be seen as something non-technological and actually, ALL of their features can be compared with items from the DMG item lists in some way, so they can be played on non hightech settings easily
there's a really funny rule interaction that I'd probably never use as a DM, but could be enjoyable for the right group of rules lawyers. If an artificer dies and is brought back to life their infusions should still vanish after a number of days equal to their Int mod. A very dumb read would be that this happens even if you recast your infusions, a moderate reading would be this happens if the artificer fails to refresh their infusions after death. Could be very funny to note the time of death of the artificer and then 4 days later at the same time declare all their infusions have vanished. Again, would need the right group.
I would allow the familiar bag of holding implosion, however, I would reiterate my table rule. Once it's on the table it is available to the game world. The party should have some way to get back from the astral plane if they want to start doing this... oh, and be sure, they will "randomly" arrive at a fight they used this tactic to avoid.
Pot of awakening is one of my favorites
Hey! Have you ever talked about the drakewarden? Id be curious to see your take on classes that have pets as core features and how good they are or arent
No but I can tell you I think beast master is better because they get better mounts at low levels. I don't think Drakewarden is bad. It's ok from what I remember.
I was hoping this video would go into the armorer's Armor Modification subclass feature, since to be honest I have absolutely no idea how it's supposed to work.
Theory query...
We know the stuffing pocket dimensions into pocket dimensions things with bags of holding... but these are pre-existing pocket dimensions, we know there are such pocket dimensions that one could occupy for periods of time. Now the querry is what differences would occur by creating a pocket dimension(like a bag of holding) while occupying a pocket dimension? One is created within the other, so I think that part is fine... but it couldn't leave it's parent pocket dimension without some similarly disruptive ramifications. A simple trip wire trap could pull a bag of holding from within another bag quite easily.
The point of the rule is to prevent people from making fractal bags of holding with infinite storage, so creating one while already in another one would just cause an immediate “zap” to the astral realm
@@glytchmeister9856 so, a Genie warlock cannot use their Vessel as a workshop to make bags of holding or carry one when entering their vessel by that overly simple take. Cannot use Magnificent Mansion(or similar spell effects) while carrying a bag of holding, or again produce bags while within those effects.
Several takes on a Lich's phylactery would cause the same issue if inserted into a bag of holding as it is a divice that stores the Lich's life essence in a pocket dimension too.
This class is the "I don't think your DM will allow it" class
I once played in a game where the DM let the other player (artificer) create gloves of missile snaring. For context we were level four. When I brought this up the DM looked at it then dismissed it. I know this sounds harsh but the game was fun if a little wonky cuz of homebrew
About Bag of Holding. As the inside is a pocket dimension with no large body of mass (planet) inside, there shouldn't be gravity. Therefore weight wouldn't exist and the only limit is the volume. Destroying a bag with 1812 liter inside would kill everything around, as the water would literally explode out of it.
Weight is generally substitutable with mass in common parlance. The assumption is that the various inhabited worlds in DnD settings have gravitational accelerations roughly equal to that of Earth. I think if you try to pull this on your DM they will absolutely call bullshit, this is overly pedantic. The PHB is not a physics textbook, and DnD is not a physics simulator.
Artificer Armorer do get the ability to treat their armor as several pieces so the rule for one infusion per item is malleable.
Only in the case of a single 9th level subclass feature, yes.
The Alchemy Jug infusion is good at low levels for quick cash. You can sell acid, poison or honey for a good price.
Sadly it’s DM dependent. Just left the game run by a horrible dm who I told pre campaign I was going to be using alchemy jugs to sell acid to make money to support my inventing and lifestyle. ( aristocratic).
I go to try to sell it, and not a single place will buy my acid as it is “ to plentiful because anybody has alchemy jugs”. Meanwhile he gave his boyfriend a full watch selling shop that makes him about 200-300g per day without him interacting with it as it came with employees. Including a “watchmaker” meaning I could even try to make money though the shop if I wanted to. After the DM tried to force my character to be a divine caster as ( All magic in my setting requires gods to work) even though my “ magic is 100% tech based” and this rule didn’t apply to the sorcerer. And this was after me telling him I have religious trauma and don’t play divine casters for a reason. I left.
Damn you for make me discover awersome kickstarter. Im really curious what you think about the Conduit?
I have the whole class early, it came with the promo. I can't tell you much but what I can tell you is it's a half caster that gets spirit guardians and wall of force and I think just by saying that gives you a good picture how powerful it is.
@@PackTactics yea I have see the free preview pdf and there is the all class and subclass there, im getting the impression that it get too much: spells like an artificer, d10, fighting style, ability resable till you have hit dice, passive bonus from spirit, active ability of spirit, you get the point...
Also as I understand it raw , artificer infusions can be used as a spellcasting focus for any other spell casting class
Ex wizard : You can use an arcane focus as a spellcasting focus for your WIZARD spells.
However artificer simply say for infusions
"After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus."
I wish Artificer Initiate would let you learn a single infusion instead of just giving you a 1st level spell.
Algorithm bump
Repeating Shot is a strange one, that is usually good but can really skyrocket in value in certain capaigns (even official ones! *wink wink* Rime of the Frostmaiden ) if firearms, especially if modern/futuristic, are present and the adventure designer expected the weapon to be mostly a novelity due to lack of ammunition.
Insert the infinite amno code and have fun with an one handed 3d6 radiant damage ranged weapon or something
I love artificers Infusions, only problem for me is, none of the other DM's I have ever met do and always seem to hate them for one reasons or another.
like, two of the reasons I have heard from friends who DM's and hate Artificers Infusions are
1. "they are Free Magic Items for the party at 2nd level" (said by a friend who DM's and hates Infusions with a passion since he only gives his Party a single Magic Item Each...At around 6th level and then never again)
2. ""Artificers are overpowered enough if you know what your doing, they don't need Infusions making them better" (commonly said by another friend who spends most his Prep-time for his sessions he hosts obsessing over trying to balance encounters/puzzles around the the party and what they can do and they actually bans Infusions from their games, but still allows artificers)
and, I don't know whether I just have bad luck with people I meet, or just are in Terrible groups, but a ton of people I have met have shared similar sentiments as well as just an overall irrational dislike for artificers in general
I hope they also ban any caster that gets 3rd level spells by 5th level as those are far more powerful than infusions.
Only giving players one magic item at lvl 6 and never again fucking sucks
There’s a reason there are three attunement slots
And they’ll never get any of the nicer items
Just play a no magic campaign or something, fucking hell.
As for being mad about artificers being OP…
Do the ban wizards, too? And Druids? And clerics? Again, just run no-magic, or play a different system.
I’d never play in either of those DM’s games.
New idea: Take Spell Refueling Ring multiple times and have ALL THE SPELLSLOTS!!!
Artificer is great for playing a witch/hag type character
(If GM is flexible) take Tavern Brawler and Eldritch Knight 3, declare arcane armor as weapon, Bond with it. Now you can summon it. Ideally on you but even at one's feet would be funny.
RAW does repeating shot allow you to wield a shield with a hand crossbow?
If you have arm mounted shield I would say yes as all you need is free hand to pull back the string.
Yes
By the strictest RAW, no, since Repeating Shot doesn't remove the ammunition property, and the ammunition property means you need a free hand to re-load.
However, Crawford has endorsed the common-sense logic that you do not, in fact, have to "draw ammunition" when the weapon is creating its own ammunition and loading itself.
(Why they didn't say Repeating Shot ignores the ammo property, I don't know.)
Who's idea was it at DnDB to put orange text on a beige background? It's hard enough to read even at normal resolution, and if you have color vision issues it becomes unreadable completely.
Infusions are great just need to have actually more of them.
Armorer getting 2 more should have been the baseline for all subclasses.
I wish amorers could get the ability to infuse magical armor at like level 9. They don't need magical weapons, they don't need magical armor, all they need are their infusions, and it can get a tad boring since most of those infusions would be generic +X
what build has the most optimal consistent DPR?
Depends if you want AOE DPR or Single target DPR.
For AoE it’s artillerist using flamethrower cannons+ acid splash on 2 enemies.
For single target, it’s Hex spell wrought tattoo + force ballista +scorching ray. At level 17 it’s around 100 DPR but you also get the ability to sustain damage longer than normal sustained casters as if your use a spell storing ring you have an extra 10 casts of scorching ray.
Gator is a duende confirmed. Mimimimimi!
How does Pipes of Haunting work without proficiency in wind instruments?
That door until like level 10 or somthing. Idk
These are good ideas and all, but what if you just stack rings of protection
An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time.
@@nacholord2328 ok, thank you.
Playing an artificer in a dichotomous campaign
Booming blade+repulsion shield is a nasty combo if you wind up in melee
hit them with that booming blade on your turn. on their turn, they hit you, you knock them back, and they're kinda fucked no matter what they do.
1. you have knocked them prone, so they have to spend half their movement just to get up
2. if they don't move, they can't attack you or anyone else unless they have ranged options (which, why would they be in melee then?)
3. if they do move, they just took more damage
Booming Blade is a melee cantrip so you kind of have to be in melee. So it's a strategy YOU YOURSELF are employing. So don't walk up to a ranged creature to use this.
Dont sleep on Homunculus people. At level 11 when you unlock spell storing item, the Homunculus' heart counts as an infused item and means the homunculus can produce the spells effect simply by "touching" its heart.
That reading is iffy. The spell-storing item is a simple/martial weapon or an item you can use as a spell focus. The gem doesn't become one until it is infused, at which point a whole ass creature is formed around it. Technically, there are no rules at play here, but the default assumption is that the item is inaccessible, and the Servant is not an item either.
@@AnaseSkyrider the gem is infused. infusions count as an item you can use as a spellcasting focus. by RAW, it works. my Homunculus has been a number of insects with exoskeletons that leave the heart looking exposed. the Homunculus is technically in contact with its heart lol. im just sayin, this channel is about optimization and by RAW this makes Homunculus a lot more optimal than by just playing it the RAI way.
@@greenhawk3796 Once again, your RAW reading is tenuous at best. This is not RAW, this is, "The rules don't say I can't" which is entirely different, and again, tenuous at best. Just because you flavored the item as an exposed core doesn't mean it can be touched and accessed after a whole ass creature formed around it.
@@AnaseSkyrider rules only do what they say they do. if they dont say you cant, then you can.
@@greenhawk3796 No, that's not how that works. You can only do what the rules say you can, and everything else is up to the GM. That would be like saying you can break open any wall with 10 minutes of work because "the rules don't say I can't".
I sort of abuse replicate magic item.
I think it was Xanathar's that added that crafting a magic item requires a blueprint to make in addition to the time and resources.
Because of this when I take replicate magic item I then take my new knowledge of how to make said magic item and use it to make a blueprint, when I level up I swap out the magic item I know how to make and I repeat the process, essentially creating a spell book with nothing but blueprints for making magic items, which I can then make copies of because blueprints are consumed in the creation of a magic item.
By the end I essentially know how to make the majority of magic items in the game without ever having had to discover a blueprint or have someone teach me.
Your ideas are a little cold blooded but I like your funny voice.
Raw the Spellwrought Tattoo is allowed, but it functions almost exactly like a scroll or potion, so I might rule against it using RAI as a reason.
Nope, it’s intended, spell scrolls contain the arcane text for the spell, an artificer wizard combo could get every spell on the artificer list added to his list for much cheaper basically. And potion of healing can make content too easy, there as many more consumables Than tattoos, why would only tattoos not work.
@@firesflame221Because the other consumables wouldn't either.
YAS QUEEN
I love arteficer, but tbh they would be so much better if they where full casters
So let's make arteficer great again and turn them to full casters
I love the idea of an artificer being a full caster who locks an amount of spell levels into various infusions. You can make more magic items at the expense of spell slots.
@@spencer4hire81 tbh, I would let them keep the infusions like they are and limit the spells like they did for sorcerer
Alternatively, something like the OneD&D warlock Invocations, where for one playtest, Mystic Arcanum could be used to give them spells above their half casting, would be great. But infusions instead of Invocations.
@@AnaseSkyrider I just hope that they won't end up receiving the short end of the stick again
Uh, I sometimes get salty that Artificer is objectively better than Eldritch Knight. It's sad!
At 8:40 it clearly says "Contains a single spell" And "Casting ITS spell" So no you could never cast more than one spell with it
By “single spell they mean. Style type of spell. Not a single spell a slot.
Even as an artificer fan I need to point out the error in the first 12 seconds of the video: "alot of options" = 'returning weapon, repeating shot, and a handful of replicate magic items' edit: also, 7 minute mark you talk about the astral sea bomb, dud they 'patched' that ages ago, that isnt a thing anymore.
You have no idea what you're talking about. Also find the SAC that says it's "patched".
Spellwrought tattoo is not as strong as I think you make it out to be. It's not like you can have multiple people with multiple tattoos. In it's description it even says it's the needle that gets consumed during the spell.
Yea that’s what’s makes is strong. Depending on how the DM rules in. I rule it that once consumes the item can be reinfused and to can now make a second tattoo. Allowing you to stack tattoos in your downtime as long as your have space on your body. ( Magic tattoos take up space depending on the spell slot)
Artificer really suffer because they aren't part of the 5e SRD
That ment no non WOTC Content, which ment it's popularity suffered
You can make content you just can’t sell it, it has to be free. Which is really stupid, but yea. I say screw or and make the content anyways.
@@firesflame221 or just call it something else like “The Crafter Class: (You know the one)” it’s only the name you must hide to get around it.
Futuristic weapons are busted strong, but are balanced around their unique ammo which can be restricted by the GM. Wait, Repeating Infusion does what? Oh... I should not have given you that Antimatter Rifle...
I know Artificers are not intended for PHB2024 but hear me out: Musician Origin feat on artificer with pipes of haunting and you simultaneously fear and inspire... To be honest considering the spellcasting changes etc Artificers seem very abusable in dnd 2024.