The Artificer Artillerist Guide

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  • เผยแพร่เมื่อ 28 ส.ค. 2024
  • The cannon blasting gun toting artillerist sounds pretty good, but can they deliver the damage as advertised? In this video we will go through an artillerist build and see how the damage stacks up.
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ความคิดเห็น • 376

  • @justmonica9253
    @justmonica9253 4 ปีที่แล้ว +200

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

    • @jacobhamilton2473
      @jacobhamilton2473 ปีที่แล้ว +5

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

    • @bcw1nc865
      @bcw1nc865 7 หลายเดือนก่อน +3

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

  • @marblemaster1
    @marblemaster1 4 ปีที่แล้ว +26

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

  • @leonard-paulkuiper9068
    @leonard-paulkuiper9068 4 ปีที่แล้ว +130

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

    • @WexMajor82
      @WexMajor82 4 ปีที่แล้ว +19

      Heh.
      A blast.

    • @zwordsman
      @zwordsman 4 ปีที่แล้ว +6

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

    • @PredatorH2O
      @PredatorH2O 4 ปีที่แล้ว +2

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

    • @135Fenrir
      @135Fenrir 4 ปีที่แล้ว +1

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

    • @sorendakari3519
      @sorendakari3519 3 ปีที่แล้ว

      instablaster...

  • @Pooverse
    @Pooverse 3 ปีที่แล้ว +24

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

    • @GrimViridian
      @GrimViridian 2 ปีที่แล้ว +3

      One of my friends used the homunculus to carry their flamethrower

  • @SharanjitPaddam
    @SharanjitPaddam 4 ปีที่แล้ว +87

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

  • @youtubeseagull
    @youtubeseagull 4 ปีที่แล้ว +60

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

  • @sixty5202
    @sixty5202 4 ปีที่แล้ว +38

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

    • @bigdream_dreambig
      @bigdream_dreambig 4 ปีที่แล้ว +5

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

    • @dontme6996
      @dontme6996 4 ปีที่แล้ว +1

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

    • @sixty5202
      @sixty5202 4 ปีที่แล้ว

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

    • @dontme6996
      @dontme6996 4 ปีที่แล้ว +2

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

    • @dontme6996
      @dontme6996 4 ปีที่แล้ว +1

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

  • @johngleeman8347
    @johngleeman8347 4 ปีที่แล้ว +9

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

  • @ethanabla2509
    @ethanabla2509 3 ปีที่แล้ว +14

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

  • @Twilight5007
    @Twilight5007 4 ปีที่แล้ว +37

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

    • @pencilbender
      @pencilbender 2 ปีที่แล้ว +1

      does it really compete, though?

    • @DragonKingSkye
      @DragonKingSkye 2 ปีที่แล้ว +2

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

  • @gwenofair628
    @gwenofair628 4 ปีที่แล้ว +31

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

    • @Zankaroo
      @Zankaroo 3 ปีที่แล้ว

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

    • @X20Adam
      @X20Adam 3 ปีที่แล้ว +6

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

    • @Zankaroo
      @Zankaroo 3 ปีที่แล้ว

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

    • @X20Adam
      @X20Adam 3 ปีที่แล้ว +5

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

    • @sandorfalusi3486
      @sandorfalusi3486 3 ปีที่แล้ว

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

  • @binolombardi
    @binolombardi 4 ปีที่แล้ว +7

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

    • @TreantmonksTemple
      @TreantmonksTemple  4 ปีที่แล้ว +2

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

  • @WexMajor82
    @WexMajor82 4 ปีที่แล้ว +78

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

    • @Hothhorn
      @Hothhorn 4 ปีที่แล้ว +4

      Sounds like magic stobe

    • @zEr-ne5ri
      @zEr-ne5ri 4 ปีที่แล้ว

      @WexMajor82 alchemist use fling.

    • @colinsmith1495
      @colinsmith1495 3 ปีที่แล้ว +2

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

    • @Aerostorm56
      @Aerostorm56 3 ปีที่แล้ว

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

    • @theLuvpanda1
      @theLuvpanda1 ปีที่แล้ว

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

  • @scrotymcboogerballs6756
    @scrotymcboogerballs6756 3 ปีที่แล้ว +1

    What I love most about your builds is, that they combine being very effective with such interesting and cool concepts.
    A magic canon wielding, self improving robot? That sounds like loads of fun!

  • @toshomni9478
    @toshomni9478 3 ปีที่แล้ว +3

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

  • @ThyMasta2
    @ThyMasta2 4 ปีที่แล้ว +21

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

    • @Aerostorm56
      @Aerostorm56 3 ปีที่แล้ว

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

  • @S4R1N
    @S4R1N 9 หลายเดือนก่อน +1

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

  • @Abbadon0678
    @Abbadon0678 4 ปีที่แล้ว +16

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

  • @binolombardi
    @binolombardi 4 ปีที่แล้ว +4

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

  • @user-mz2ow4ky7v
    @user-mz2ow4ky7v 4 ปีที่แล้ว +18

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

    • @zwordsman
      @zwordsman 4 ปีที่แล้ว

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

    • @user-mz2ow4ky7v
      @user-mz2ow4ky7v 4 ปีที่แล้ว

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

    • @zwordsman
      @zwordsman 4 ปีที่แล้ว

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

    • @adamkaris
      @adamkaris 4 ปีที่แล้ว

      Zwordsman Crossbow expert also removes the disadvantage of nets!

  • @patrick.ryan.driscoll
    @patrick.ryan.driscoll 2 ปีที่แล้ว +2

    You had me at "Glitter Boy"

  • @Red-wj4id
    @Red-wj4id ปีที่แล้ว +1

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

  • @DeanRuborn
    @DeanRuborn 4 ปีที่แล้ว +8

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

  • @sporksabre
    @sporksabre 4 ปีที่แล้ว +1

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

    • @Behindthejab
      @Behindthejab 2 ปีที่แล้ว

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

  • @geoffreyperrin4347
    @geoffreyperrin4347 4 ปีที่แล้ว +21

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

    • @druxusthemage9806
      @druxusthemage9806 4 ปีที่แล้ว +1

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

    • @zwordsman
      @zwordsman 4 ปีที่แล้ว

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

    • @zwordsman
      @zwordsman 4 ปีที่แล้ว +1

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

    • @geoffreyperrin4347
      @geoffreyperrin4347 4 ปีที่แล้ว +2

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

    • @geoffreyperrin4347
      @geoffreyperrin4347 4 ปีที่แล้ว

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

  • @boydkleen5730
    @boydkleen5730 4 ปีที่แล้ว +60

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

    • @conradkorbol
      @conradkorbol 4 ปีที่แล้ว

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

    • @MisterSmith00
      @MisterSmith00 4 ปีที่แล้ว +1

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

    • @Aerostorm56
      @Aerostorm56 3 ปีที่แล้ว

      nope gonna make the winged boots be rocket boots Tada

  • @phonepolice
    @phonepolice 2 ปีที่แล้ว +1

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

  • @Ciberbuster
    @Ciberbuster 4 ปีที่แล้ว +3

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

  • @Draelos
    @Draelos ปีที่แล้ว +1

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

  • @Porphyrogenitus1
    @Porphyrogenitus1 4 ปีที่แล้ว +39

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

  • @Fure2
    @Fure2 4 ปีที่แล้ว +1

    Love the rifts glitter boy thumbnail.

  • @mattmoloch1212
    @mattmoloch1212 3 ปีที่แล้ว +1

    And yes glitter boys and juicers were great!

  • @BlackTempleGaurdian
    @BlackTempleGaurdian 4 ปีที่แล้ว +6

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

    • @KINFIN123
      @KINFIN123 4 ปีที่แล้ว

      They did that.

    • @zwordsman
      @zwordsman 4 ปีที่แล้ว

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

  • @draegenwylder3508
    @draegenwylder3508 2 ปีที่แล้ว +1

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

  • @chirslee7175
    @chirslee7175 4 ปีที่แล้ว +2

    Saw a glitter boy in the thumbnail.hell yeah

  • @WolfHreda
    @WolfHreda 3 ปีที่แล้ว

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

  • @sandorfalusi3486
    @sandorfalusi3486 3 ปีที่แล้ว

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

  • @lucasramey6427
    @lucasramey6427 3 ปีที่แล้ว +1

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

  • @keithredacted8154
    @keithredacted8154 4 ปีที่แล้ว

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

  • @jimwolford7294
    @jimwolford7294 4 ปีที่แล้ว +2

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

    • @jimwolford7294
      @jimwolford7294 4 ปีที่แล้ว

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

  • @bryankia
    @bryankia 3 ปีที่แล้ว

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

  • @Fuchsling
    @Fuchsling 4 ปีที่แล้ว +1

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

  • @themorganrobertson
    @themorganrobertson 3 ปีที่แล้ว +2

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

  • @PaiOeShi
    @PaiOeShi 2 ปีที่แล้ว +1

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

  • @TwistedTentacleInn
    @TwistedTentacleInn 4 ปีที่แล้ว

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

  • @KINFIN123
    @KINFIN123 4 ปีที่แล้ว +3

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

    • @zwordsman
      @zwordsman 4 ปีที่แล้ว +1

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

  • @seekeroftruth7696
    @seekeroftruth7696 3 ปีที่แล้ว +1

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

  • @rickybrown8264
    @rickybrown8264 2 ปีที่แล้ว

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

    • @rickybrown8264
      @rickybrown8264 2 ปีที่แล้ว

      And its warforged?! They my fav race too

  • @kylehalpern6695
    @kylehalpern6695 2 ปีที่แล้ว

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

  • @youtubeseagull
    @youtubeseagull 4 ปีที่แล้ว +1

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

  • @rita6355
    @rita6355 4 ปีที่แล้ว

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

  • @nooneyouknowof
    @nooneyouknowof 2 ปีที่แล้ว +1

    I see you and your Glitterboy thumbnail, Treantmonk 😏

  • @thedude0000
    @thedude0000 4 ปีที่แล้ว +3

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

  • @robertreymond449
    @robertreymond449 4 ปีที่แล้ว +1

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

  • @absalomvane7776
    @absalomvane7776 3 ปีที่แล้ว +1

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

  • @lucasramey6427
    @lucasramey6427 3 ปีที่แล้ว +1

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

  • @WilliamTythas
    @WilliamTythas 2 ปีที่แล้ว

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

  • @crossc1988
    @crossc1988 4 ปีที่แล้ว +9

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

    • @nickpage133
      @nickpage133 4 ปีที่แล้ว

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

    • @crossc1988
      @crossc1988 4 ปีที่แล้ว

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

  • @AdeptPaladin
    @AdeptPaladin 4 ปีที่แล้ว +7

    One like form the glitter boy image

  • @samuelreese1816
    @samuelreese1816 3 ปีที่แล้ว

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

  • @dashboots376
    @dashboots376 3 ปีที่แล้ว

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

  • @lucasramey6427
    @lucasramey6427 3 ปีที่แล้ว +1

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

  • @asurabloodworth8673
    @asurabloodworth8673 2 ปีที่แล้ว +1

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

  • @WildVii
    @WildVii 4 ปีที่แล้ว +3

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

    • @pharaun159
      @pharaun159 2 ปีที่แล้ว

      13 lvls lost for war mage significantly weakens defender

    • @JaxonBurn
      @JaxonBurn 10 หลายเดือนก่อน

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

    • @JaxonBurn
      @JaxonBurn 10 หลายเดือนก่อน

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

    • @WildVii
      @WildVii 10 หลายเดือนก่อน

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

    • @JaxonBurn
      @JaxonBurn 10 หลายเดือนก่อน

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

  • @autodidacticpoly
    @autodidacticpoly 4 ปีที่แล้ว

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

  • @williambittner4601
    @williambittner4601 11 หลายเดือนก่อน +1

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

  • @SigmaUrash
    @SigmaUrash 3 ปีที่แล้ว +1

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

  • @markjolly3039
    @markjolly3039 4 ปีที่แล้ว

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

  • @Wanderingsage7
    @Wanderingsage7 3 ปีที่แล้ว +2

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

  • @chrisburgin7599
    @chrisburgin7599 3 ปีที่แล้ว

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

  • @user-nh5cw6xb3i
    @user-nh5cw6xb3i ปีที่แล้ว

    “If you play with a Paladin in your party, you’ll probably find that the melee characters tend to cluster pretty good when there’s advantages in doing so.”
    *cries in Paladin* 😢

  • @arturohernandez-dy7ez
    @arturohernandez-dy7ez 4 ปีที่แล้ว

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

  • @keithredacted8154
    @keithredacted8154 4 ปีที่แล้ว

    I want to play an Artillerist so bad! I'm excited for this.

  • @Shadow1The
    @Shadow1The 4 ปีที่แล้ว +1

    Glyph of warding on artificers, always!

  • @JoschiChr
    @JoschiChr 3 ปีที่แล้ว

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

  • @Maxbeedo2
    @Maxbeedo2 4 ปีที่แล้ว

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

  • @St_Bull89
    @St_Bull89 2 ปีที่แล้ว

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

  • @44tuck3r
    @44tuck3r 4 ปีที่แล้ว +2

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

  • @PsyrenXY
    @PsyrenXY 2 ปีที่แล้ว

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

  • @zwordsman
    @zwordsman 4 ปีที่แล้ว +2

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

    • @alarosebaster2626
      @alarosebaster2626 4 ปีที่แล้ว +1

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

    • @bigdream_dreambig
      @bigdream_dreambig 4 ปีที่แล้ว

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

    • @bigdream_dreambig
      @bigdream_dreambig 4 ปีที่แล้ว

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

    • @SelwynClydeAlojipan
      @SelwynClydeAlojipan 4 ปีที่แล้ว

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

    • @bigdream_dreambig
      @bigdream_dreambig 4 ปีที่แล้ว

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

  • @joemazzola676
    @joemazzola676 4 ปีที่แล้ว +4

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

    • @TreantmonksTemple
      @TreantmonksTemple  4 ปีที่แล้ว +3

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

    • @levipeterken4020
      @levipeterken4020 2 ปีที่แล้ว

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

  • @DutchDread
    @DutchDread 4 ปีที่แล้ว +1

    I have no idea how you are calculating baseline.
    Lvl 4:
    1d10 + 1d6 + 5 = 14
    Artillerist: 2d8 + 1d10 = 14.5
    Lvl 8:
    Warlock: 2d10 + 2d6 + 10 = 28
    Artillerist: 2d8 + 2d10 + 1d8 = 24.5
    Lvl 12:
    Warlock: 3d10 + 3d6 + 15 = 42
    Artillerist: 3d10 + 4d8 = 34.5
    lvl 17:
    Warlock: 4d10 + 4d6 + 20 = 58
    Artillerist: 4d10 + 7d8 = 53.5
    That's how I'd calculate it, an in this case it's all against 1 target, and without taking into account the fact that the levels chosen here are chosen for when warlocks jump in power, not when the artillerist does. It also doesn't account for spending bonus actions to apply hex, or that the fact that artillerst still has concentration free and could combo for instance haste and Scorching ray. It also doesn't account for the Artillerists increased Spell attack rolls. But, Warlock still has bonus action free so that's also important.
    Besides that there are the numerous other benefits both classes have (for instance, Artillerist is tanky as hell), I really couldn't tell you which one is stronger, although most people I've played with don't enjoy low level warlock (although it's my favorite class).
    Lets do the same thing for a more Artillest advantegeous comparison, 2 enemies, artillerist damage lvl ups (uses acid splash):
    lvl 5:
    Warlock: 1d10 + 1d6 + 5 = 14
    Artillerist: 2 x (1d6 + 3d8) =34
    Lvl 9:
    Warlock: 2d10 + 2d6 + 10 = 28
    Artillerist: 2 x (2d6 + 4d8) = 50
    lvl 15:
    Warlock: 3d10 + 3d6 + 15 = 42
    Artillerist: 2 x (3d6 + 7d8) = 84
    Quite a different picture.

    • @Thillidan
      @Thillidan 4 ปีที่แล้ว

      firstly you're ignoring chance to hit. ~60%, so multiply all those by 0.6
      However, artillerist is getting bonuses from his Magical Items.
      Though I myself am still confused how he gets to those numbers at high level.

  • @thedude0000
    @thedude0000 3 ปีที่แล้ว

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

  • @johannkrause3262
    @johannkrause3262 ปีที่แล้ว

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

  • @phonepolice
    @phonepolice 2 ปีที่แล้ว

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

  • @zwordsman
    @zwordsman 4 ปีที่แล้ว +4

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

  • @keithredacted8154
    @keithredacted8154 4 ปีที่แล้ว +1

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

  • @DaMetaEX
    @DaMetaEX 4 ปีที่แล้ว

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

  • @dakotastein9499
    @dakotastein9499 4 ปีที่แล้ว

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

  • @WexMajor82
    @WexMajor82 3 ปีที่แล้ว +1

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

  • @BossMasterPangs
    @BossMasterPangs 3 ปีที่แล้ว +1

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

    • @JaxonBurn
      @JaxonBurn ปีที่แล้ว

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

  • @Zankaroo
    @Zankaroo 3 ปีที่แล้ว

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

  • @keeganmbg6999
    @keeganmbg6999 4 ปีที่แล้ว +1

    I still think you’re heavily underrating the Ability a Alchemist has in battle.
    But I loved the video other than that Chris! Thanks!

    • @TreantmonksTemple
      @TreantmonksTemple  4 ปีที่แล้ว +2

      I am open to suggestions for what an alchemist can do in combat beyond half caster spells and a cantrip. What do you envision the alchemist doing differently?

    • @bluecarbon
      @bluecarbon 4 ปีที่แล้ว

      @@TreantmonksTemple It's really a shame that the Artificer's base kit is so weak, because the Alchemist, itself, isn't too bad. The Flight elixir, especially, is a pretty ridiculous buff when you think about it... 10 minute flight speed that doesn't require concentration at level 3 can really trivialize encounters with ground bound melee enemies. Healing Word and Mass healing Word are pretty much the best healing spells you could ask for, you get a slot-independent Lesser Restoration, and the +MOD to damage is straight up better than the analogous ability that caster clerics get.
      It'd be competitive with caster cleric subclasses, but the difference is that a cleric is a FULL caster, and the Alchemist is a HALF caster... Not sure that there's any way to save it.

    • @keeganmbg6999
      @keeganmbg6999 4 ปีที่แล้ว +1

      Treantmonk's Temple 1st things 1st, this is a support class 100%. Being able to build, use skills, and heal/resurrect as well as deal ok damage with just the base class already sets this class in a decent standing.
      This subclass is meant to elevate the rest of the party by increasing AC, boosting chance to hit and saving throws, giving magical weapons and non concentration flight. All of which is super useful.
      If I was to do a build I would be an Alchemist Artificer 17 and Celestial Warlock 3. This gives you 4 1d6 healing dice per day that can be used as a Bonus Action from 60 ft away. You would then select Pact of the Chain and get an Imp Familiar. It can maintain invisibility and use it’s action to feed your allies potions on it’s turn without losing it’s invisibility. Furthermore this can be any of your potions you create as it says it takes an action to distribute the potion to another player. This vastly improves the mobility of your potions and your action economy.
      Now you may use your action to Booming Blade and use Flaming Sphere as your Bonus action, using Healing Light when an ally goes down.
      With this same thought you can also have him sit on your shoulder and heal you every turn you need it.
      That would be an incredibly fun combination and you have plenty of options with your invocations.
      You also have tons of support options, with items, spells, skills.

    • @zwordsman
      @zwordsman 4 ปีที่แล้ว

      I would aboslutely love to hear what Alchemist do in battle.. because I've been generally just cantriping..
      and its not like I get utility cantrips (silent image to provide cover visually speaking, etc)
      Either I keep spells to use stuff like healing word maybe a well timed debuff (ray of sick

    • @keeganmbg6999
      @keeganmbg6999 4 ปีที่แล้ว

      Zwordsman why is no one playing a Melee focused Alchemist when Thats clearly the best option available?

  • @misterright4528
    @misterright4528 4 ปีที่แล้ว +4

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

  • @blazinlatino89
    @blazinlatino89 4 ปีที่แล้ว

    I like the build! Id like to propose another one for your consideration, without going into full detail think half elf with boosts in intelligence and eaither con or dex , two level dipping into warlock for eldritch blast/agonizing blast then the rest artillerist would def meet the baseline boosting charisma and still allow bonus actions for turrets eaither extra damage or temp hit points ... ud still be able to factor in the familiar and have the boost to attack from enhanced arcane focus if u really wanted too

    • @killcat1971
      @killcat1971 4 ปีที่แล้ว

      I'd probably dip 3 for the Pact of the Tome and second level slots.

    • @Smoothjedi
      @Smoothjedi 4 ปีที่แล้ว

      @@killcat1971 One thing to think about is if you just go two levels, you'd get two first level spell slots on a short rest that could be used to regenerate your cannon. Seems like a little more of a waste though if those slots were level 2.

  • @ezrahendog5837
    @ezrahendog5837 7 หลายเดือนก่อน

    I just played sensitive and artillerist and bobby boom did some good damage.

  • @alwaysbluemonday
    @alwaysbluemonday 4 ปีที่แล้ว +2

    I think the Mending spell is a trap for this character. It's touch range and you'll eventually be blowing up the cannons anyway

    • @luiswi
      @luiswi 2 ปีที่แล้ว

      You heal the cannon out of combat.

    • @markmoody3683
      @markmoody3683 ปีที่แล้ว

      Use the homonculus to deliver the mending spell

  • @Realience
    @Realience 3 ปีที่แล้ว +1

    In my opinion, the Alchemist is less combat focused, it's more for doing things outside of combat

  • @markcarpenter6020
    @markcarpenter6020 2 ปีที่แล้ว

    I've noticed something during your armorer video. So far you focus a lot on artificers giving infusions to party members. They might be the proper way to play an alchemist, it is a support class (BTW the ablity to make potions quickly and cheaply can give the alchemist some neat combat options). But with some artificers it's best to use your infusions on yourself. The armorer for instance.(you might have the AC of a tank but you have the hit points of wet cardboard) With the armorer it is nearly essential to use them on your armor and what you use can have an effect on play style and damage. I view the artillerist as similar to the armorer. While it isn't as essential you should always be the priority for your infusions or you are hamstringing yourself and should only be used on someone else when it is needed for an essential action.

  • @joellimon4124
    @joellimon4124 2 ปีที่แล้ว

    "Let's do this Texas style"
    - TF2 engineer