Tiny servants make excellent allies to use magic stones, then the caster can simply dodge and concentrate on their big spell while their minions pepper things to death.
I had a ring of spell storying w/ my ArtiChron Wiz - between the ring, subclass feature, tiny servants, and familiar, I could concentrate on 3 spells at once. Since I could instantly unsummon the familiar and the tiny servants could hope back into my robe under full cover 2 of those spells were pretty much uninterruptable.
I played a Champion Fighter that took Magic Initiate for Magic Stone, Shillelagh, and Goodberry. I overcame a LOT of resistances and it felt great to have "magic weapons" right from the start (and a high Wisdom score).
Elminster's Shillelagh: The staff is imbued with nature’s power to fire 3 charges of magic stones. For 1 attack, the weapon and stones automatically hit the target regardless of the armor class. It gains 3 charges each day at dawn.
Buffing Shalily is fun if you take Shalily as a fighting style you bypass the concentration requirement. While your unconscious you can cast bless or bain on the target of your choice as part of your death saving throw in battle & circumstance.
Crusher Feat + Spike growth Now, if you can get an imp or npc to throw 1 stone, attack + extra attack to throw/sling 2 more and crusher feat to move them 5 feet while they are in a field of spike growth, then it starts turning into some decent damage
Artificer/Blade Singer Wizard can also make use of it. Blader Singer Wizard gets to attack twice at lvl 6, and can also give the spare pebble to an animated Zombie or Skeleton to throw. You have to juggle bonus actions a bit, but it is doable.
Under my House Rules, Magic Stone and Shillelagh scale like other Cantrips, but instead of their damage die increasing, they become +1, +2, and +3 weapons at the scaling levels. Certainly doesn't make them as damaging as other offensive cantrips, but it's something. Now if I could just think of how to change Primal Savagery in a way that it doesn't make Shillelagh redundant, without also hurting the spell itself
By a clever interpretation of RAW, a 1st-level Artificer with Magic Stone can use it to deal an average of 21 + 3× their intelligence modifier damage in one round. The answer is found in Tinker's Tools and the Catapult spell. Take three ⅓ pound stones and glue them together with the pot of glue mentioned in Tinker's Tools: now you have three stones that are nonetheless one object weighing 1 pound. The text of Magic Stone says you CAN throw them or use a sling, not that you must do so. Then it says "on a hit" they do so much damage. One round, bonus action Magic Stone followed by Magic action casting Catapult; result is a Save-or-Die to the tune of 3d8 + 3d6 + 3(Int).
Arcane trickster with armorer Artificer is a fantastic combo. Besides the magic builds, besides medium armor and some spells. Take up sharpshooters and Medium Armor master and boom! You are the stealthy assistant the party needs. This makes a sling, or hoopak, a great weapon so rogues aren't stuck with needing to use steady aim to always help a bit. And, you can provide gear while your armor makes direct combat and stealth far easier. Huh, I might build this acrtually.
If you’re a ranger who wants to get the “Druidic Warrior” fighting style is magic stone worth grabbing? I know there’s other, better cantrips available to Rangers though. But hear me out, a Feywanderer Ranger with both shillelagh and magic stone can do almost anything it’s built for off of the Wisdom modifier. Spells are Wisdom based, shillelagh allows you to use wisdom to attacks with clubs and quarterstaves, magic stone is the same but ranged, and Feywanderers can add wisdom to their charisma skills. Maybe it’s not powerful or whatever but it may be a fun character
I like it! It’s the same idea as the arcane trickster being able to focus on just Int, but with Wisdom instead. Your spellcasting overall will be better than normal rangers, but probably a lil worse damage - worthy trade imo.
Choosing Magic Initiate allows you to grab two cantrips, so, if you choose the Druid spell list, you can also grab the cantrip Shillelagh. In doing so, you can double down on using WIS, and, grabbing a club or quarterstaff, a Fighter could be a WIS-based fighter. Take the Variant Human, grab this feat at level 1 and now you have extra attack class who can make fine use of it, as well as a decent ranged attack since it makes itself based on your WIS instead of STR (thrown weapons) or DEX (every other ranged weapon). Niche, yes, but that's what this video was intended to address.
Armorer artificer gets basically a better version of magic stone with their infiltrator armor: extra d6 once per turn, doesn't require your bonus action, improved range, ability to put infusions onto it and another big buff at high level. The only thing magic stone has over that weapon is the magic bludgeoning damage which is arguably better, ability to to share it with some else and a different attack type (weapon attack vs spell attack)
However it can still be useful if you primarly use the guardian armor or if you have homunculus servant, as magic stone boosts its dmagae quite significantly, especially at lower levels, later on you can give it an enchanted sling to improve its damage further
There is an uncommon item called giant feller sling... very situational but it can knock giant and larger targets prone if they fail a save... Magic stone can be shot from slings... Probably not the most effective setup to fight giant creatures but imagine giving some summons (skeletons or zombies for instance) some of these slings and then ordering them to shoot a giant... one stone will eventually knock it prone.
Is Magic Stone good? Low levels, it’s great. Make 3 stones, keep 1 for yourself and attack immediately, give the other 2 to party members like the Bard or the Artificer or even the Paladin in a ranged fight. Give them to commoners or weak summons and make them actually decent. 1d6 + Wis magical bludgeoning damage at 60ft is phenomenal at at low levels. But since Druid doesn’t get extra attack, Ranger has better weapon options, and Artificers have better cantrip choices, once you hit Level 5, Magic Stone falls off pretty quick. Though, allowing commoners to beat the shit out of Devils and Demons with rocks is hilarious no matter what level you are. And maybe one day I’ll make a Ranger build entirely around Magic Stone. That does sound awfully fun.
Artificer: magic stone plus tiny servant (upcasted to 4th level). They can receive standing orders so you give the order "attack with magic stones at creatures I signal towards". Then you cast magic stone every round with your bonus action and you have 3 tiny servants (with blind sight) doing 3d6+15 damage per round for 8 hours, just your bonus action!.
You can combine magic stone with staff of adornment and carve it into a arrow and use sharpshooter to do +10 to damage with a long bow and be a lvl 5 artificer balista adding a rune to the staff making the attack min 40 damg and 72 max
i was planning a gloomstalker ranger with the druidic warrior fighting style. i was gonna pick magic stone and use a sling. i was wondering if this char is any good since i build it. that hunters mark and 2/3 of sharpshooter doesnt count is a bummer : /
As a great number of field control spells are in the Conjuration school Configuration Wizard , With Magic stone Using Magic stone And Catapult Will ensure the field is a booby trapped cannon firing line
artificer initiate on an eldritch knight. select magic stone, cure wounds, and something else. you gain proficiency in a tool set and can use any tool set as an arcane focus for intel based magic(including your eldritch knight spells). at level 11, you get extra attack x2. at this point, magic stone allows you to use all 3 stones in one round. at 16int, that averages 19.5 damage with a minimum of 12 if they all hit.
I was playing a wizard and ho boy I made my DM a little mad. Instead of Fireball I took Tiny Servant and I had Magic Stone. It was really funny setting up a command that "Throw these stones at the one I attack" command. Tiny Servants are a little stupid but you only need to give them a command once and they keep trying to do that command. "Tinies throw these stones at the one I attack." *Magic Stone* Tiny copper coin beans them. Tiny gold coin beans them. Tiny silver coin beans them.
After you cast Tiny Servant they last 8 hours. Now if you somehow get the meta magic, Extend Spell, you cast it before the long rest, you have the Tinies for 16 hours. If you don’t have Magic Stone you can have a Tiny ride along with your upfront buddies and give the command, “Attack what that one attacks.” The blindsight on Tinies is especially fun. Nobody is sneaking up on your team. Even if they are invisible.
The artificer professor and his three retainers--er, apprentices can make optimal use of this early on, if your DM will let your Noble (Knight) Background feature of Retainers have the three of them throw rocks for you.
Can we add magic stone to catapult? Like 3 magic stones in a bag, then catapulto the bag so you be doing 3d8+(1d6+mod)+(1d6+mod)+(1d6+mod)......can it be done?
No, I don’t think so. Magic stone only deals its damage if the user throws or hurls the stone with a sling. Plus, you can only attack with one pebble at a time; not all three at once. This is more broadly true for any object with catapult. For example, you don’t add a dagger’s damage to catapult’s damage if you catapult a dagger. The spell only deals the damage it deals.
i dont get why archery style doesnt work with it? since it is a 'with ranged' instead of ranged weapon attack. it is the same wording as the 3rd bullet of old sharpshooter and sneak attack
IMO, no. Catapult deals its damage when a creature in the catapulted object’s path fails a Dex save. Magic Stone deals its damage when you (or an ally) make an attack roll with it. The two seem mutually exclusive to my mind. Another DM might rule differently.
Before combat, castle level 4 tiny servant for 3 tiny servants( 8 hours). During combat, use your bonus action to cast magic stones and drop all three of them on the ground. Have your tiny servants pick them up for their move action then use their action to throw them. Three attacks for a bonus action plus whatever you do if your main action.
Don't forget that to command the tiny servants is ALSO a Bonus action, so you'd have to cast the stones on one turn, then command your servants on the next. Still useful though.
@@Grysham you can give them the command before combat starts. If you see magic Stones on the ground, pick them up and throw at my enemies. One thing to note though they have a vision of 60ft blindsight. This means they can see invisible creatures but they can't see anything past 60 ft. Which means have disadvantage on attack beyond 60 feet. Magic stones are only 60 feet without sling. Note you can also use a wand of magic Missile instead of magic stones.
Don't you need to use your once per turn Object Interaction to pick up the magic stone before throwing it? The spell description says nothing about you picking the spells up, only that you touch them and imbue them with magic.
Is it wierd i wish armorer artificer could mske a gantlet with slots for magic stones that a monk party member could use to magically face-fist enemies? Also spores druid giving raised undead a bones action volley of magical stones that also soak dmg,coupled with druids many battlefield control spells, is a solid synergy
Spores druid with raise dead skellies slinging magic stones arent bad. Not optimal but it gives skellies magic dmg and better to hit if your wiz 18 plus.
Magic Stone+vicious sling (adding 60ft additional range to sling) 1d4+2d6 on 19-20+ Crusher feat because you use blunt weapons anyway = * Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you. *When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn. 😊 If they're too close to you. Hit him with the sling 1d4 damage and knock him 5ft away from you.
take 11 levels in fighter and one level in druid or another class that gets magic stone of your choice, take spell sniper or sharpshooter, then you have a magic barrage from afar
You don't need artificer to use magic stones with a rogue. Yes, the intelligence synergizes with arcane trickster, but what about phantom or thief or assassin? Basically any other rogue could take one level of druid for the same effect (more really, as druid spells are better- entangle, fog cloud, etc) Just make Wis secondary instead of intelligence. Wisdom skills are more useful to a rogue than int skills.
Battlesmith Artificer will be better off using a Repeating Shot Light Crossbow, if they can't get a Heavy Crossbow They can give Magic Stones to their Steel Defender as a ranged option for them I hadn't considered it as a ranged option for my Armorer, when they're using Thunder Gauntlets Just been running around with Firebolt Thanks for that
@@chris-the-human yea you can actually have your cake and eat it with magic stone for range in guardian mode. Take sharp shooter and use a sling for the extra damage. You will need to drop the shield tho cuz of loading property I believe.
@@DeadpoolAli that is an option It's probably silly but I'm trying to avoid feats that make one armor option significantly more effective than the other And sharpshooter is one that would make Infiltrator's Lightning Launcher far more tempting than the Guardian's Thunder Gauntlets
Depends if you have "one of those" DMs. The spell has no material components but it specifically states that you touch 1-3 pebbles and they become magical. The average DM would handwave this as you "make" 3 pebbles, go have fun but the rules lawyer would ask: do you have the pebbles on hand? Are they the size that you can hold in one hand? Do you have two hands free so that you hold two stones while throwing the other? Do you have a free action to interact with the pebbles in the first place and are they one free action each or can all 3 be grabbed with the same free action? No ball bearings aren't pebbles. Just give them their dam magic stones.😂
Tiny servants make excellent allies to use magic stones, then the caster can simply dodge and concentrate on their big spell while their minions pepper things to death.
That’s dope, thanks for sharing - hadn’t heard of/considered this combo!
I had a ring of spell storying w/ my ArtiChron Wiz - between the ring, subclass feature, tiny servants, and familiar, I could concentrate on 3 spells at once. Since I could instantly unsummon the familiar and the tiny servants could hope back into my robe under full cover 2 of those spells were pretty much uninterruptable.
@@dndloungeif you want to see a super powerful example check out Bilbron Bafflestone’s run of CMCC’s the Gauntlet
I played a Champion Fighter that took Magic Initiate for Magic Stone, Shillelagh, and Goodberry. I overcame a LOT of resistances and it felt great to have "magic weapons" right from the start (and a high Wisdom score).
I LOVE the rogue artificer build with this!! Very cool!
Elminster's Shillelagh: The staff is imbued with nature’s power to fire 3 charges of magic stones. For 1 attack, the weapon and stones automatically hit the target regardless of the armor class. It gains 3 charges each day at dawn.
Love it!
Buffing Shalily is fun if you take Shalily as a fighting style you bypass the concentration requirement. While your unconscious you can cast bless or bain on the target of your choice as part of your death saving throw in battle & circumstance.
Crusher Feat + Spike growth
Now, if you can get an imp or npc to throw 1 stone, attack + extra attack to throw/sling 2 more and crusher feat to move them 5 feet while they are in a field of spike growth, then it starts turning into some decent damage
this is what i did with my swarmkeeper ranger. movin' baddies all over the place
A very welcome video, as this spell has left me confused and unsure about its worth more than once. Great explanation!
Thank you, and glad it was helpful!
Artificer/Blade Singer Wizard can also make use of it. Blader Singer Wizard gets to attack twice at lvl 6, and can also give the spare pebble to an animated Zombie or Skeleton to throw.
You have to juggle bonus actions a bit, but it is doable.
Thank you for continuing to make such excellent videos!
Much appreciated!
Under my House Rules, Magic Stone and Shillelagh scale like other Cantrips, but instead of their damage die increasing, they become +1, +2, and +3 weapons at the scaling levels. Certainly doesn't make them as damaging as other offensive cantrips, but it's something.
Now if I could just think of how to change Primal Savagery in a way that it doesn't make Shillelagh redundant, without also hurting the spell itself
By a clever interpretation of RAW, a 1st-level Artificer with Magic Stone can use it to deal an average of 21 + 3× their intelligence modifier damage in one round. The answer is found in Tinker's Tools and the Catapult spell. Take three ⅓ pound stones and glue them together with the pot of glue mentioned in Tinker's Tools: now you have three stones that are nonetheless one object weighing 1 pound. The text of Magic Stone says you CAN throw them or use a sling, not that you must do so. Then it says "on a hit" they do so much damage. One round, bonus action Magic Stone followed by Magic action casting Catapult; result is a Save-or-Die to the tune of 3d8 + 3d6 + 3(Int).
Arcane trickster with armorer Artificer is a fantastic combo. Besides the magic builds, besides medium armor and some spells. Take up sharpshooters and Medium Armor master and boom! You are the stealthy assistant the party needs. This makes a sling, or hoopak, a great weapon so rogues aren't stuck with needing to use steady aim to always help a bit. And, you can provide gear while your armor makes direct combat and stealth far easier. Huh, I might build this acrtually.
If you’re a ranger who wants to get the “Druidic Warrior” fighting style is magic stone worth grabbing? I know there’s other, better cantrips available to Rangers though.
But hear me out, a Feywanderer Ranger with both shillelagh and magic stone can do almost anything it’s built for off of the Wisdom modifier. Spells are Wisdom based, shillelagh allows you to use wisdom to attacks with clubs and quarterstaves, magic stone is the same but ranged, and Feywanderers can add wisdom to their charisma skills.
Maybe it’s not powerful or whatever but it may be a fun character
I like it! It’s the same idea as the arcane trickster being able to focus on just Int, but with Wisdom instead. Your spellcasting overall will be better than normal rangers, but probably a lil worse damage - worthy trade imo.
Choosing Magic Initiate allows you to grab two cantrips, so, if you choose the Druid spell list, you can also grab the cantrip Shillelagh. In doing so, you can double down on using WIS, and, grabbing a club or quarterstaff, a Fighter could be a WIS-based fighter.
Take the Variant Human, grab this feat at level 1 and now you have extra attack class who can make fine use of it, as well as a decent ranged attack since it makes itself based on your WIS instead of STR (thrown weapons) or DEX (every other ranged weapon).
Niche, yes, but that's what this video was intended to address.
Yea I would even go with ranger on this since they benifet from wisdom.
Go ranger 5 for extra attack and then back to druid/cleric.
Armorer artificer gets basically a better version of magic stone with their infiltrator armor: extra d6 once per turn, doesn't require your bonus action, improved range, ability to put infusions onto it and another big buff at high level. The only thing magic stone has over that weapon is the magic bludgeoning damage which is arguably better, ability to to share it with some else and a different attack type (weapon attack vs spell attack)
However it can still be useful if you primarly use the guardian armor or if you have homunculus servant, as magic stone boosts its dmagae quite significantly, especially at lower levels, later on you can give it an enchanted sling to improve its damage further
There is an uncommon item called giant feller sling... very situational but it can knock giant and larger targets prone if they fail a save...
Magic stone can be shot from slings...
Probably not the most effective setup to fight giant creatures but imagine giving some summons (skeletons or zombies for instance) some of these slings and then ordering them to shoot a giant... one stone will eventually knock it prone.
Is Magic Stone good? Low levels, it’s great. Make 3 stones, keep 1 for yourself and attack immediately, give the other 2 to party members like the Bard or the Artificer or even the Paladin in a ranged fight. Give them to commoners or weak summons and make them actually decent. 1d6 + Wis magical bludgeoning damage at 60ft is phenomenal at at low levels. But since Druid doesn’t get extra attack, Ranger has better weapon options, and Artificers have better cantrip choices, once you hit Level 5, Magic Stone falls off pretty quick. Though, allowing commoners to beat the shit out of Devils and Demons with rocks is hilarious no matter what level you are. And maybe one day I’ll make a Ranger build entirely around Magic Stone. That does sound awfully fun.
Artificer: magic stone plus tiny servant (upcasted to 4th level). They can receive standing orders so you give the order "attack with magic stones at creatures I signal towards". Then you cast magic stone every round with your bonus action and you have 3 tiny servants (with blind sight) doing 3d6+15 damage per round for 8 hours, just your bonus action!.
You can combine magic stone with staff of adornment and carve it into a arrow and use sharpshooter to do +10 to damage with a long bow and be a lvl 5 artificer balista adding a rune to the staff making the attack min 40 damg and 72 max
i was planning a gloomstalker ranger with the druidic warrior fighting style. i was gonna pick magic stone and use a sling. i was wondering if this char is any good since i build it. that hunters mark and 2/3 of sharpshooter doesnt count is a bummer : /
Can I imbue it with misty step and fling it at an enemy to teleport them? Or invisibility and fling it at a party member to make them invisible?
As a great number of field control spells are in the Conjuration school
Configuration Wizard , With Magic stone Using Magic stone And Catapult Will ensure the field is a booby trapped cannon firing line
I had an artificer / necromancer that made good use of magic stone. Kept giving them to my skeletons to throw
Nice one, definitely makes for scarier skeles
artificer initiate on an eldritch knight. select magic stone, cure wounds, and something else. you gain proficiency in a tool set and can use any tool set as an arcane focus for intel based magic(including your eldritch knight spells). at level 11, you get extra attack x2. at this point, magic stone allows you to use all 3 stones in one round. at 16int, that averages 19.5 damage with a minimum of 12 if they all hit.
I was playing a wizard and ho boy I made my DM a little mad. Instead of Fireball I took Tiny Servant and I had Magic Stone. It was really funny setting up a command that "Throw these stones at the one I attack" command. Tiny Servants are a little stupid but you only need to give them a command once and they keep trying to do that command.
"Tinies throw these stones at the one I attack." *Magic Stone*
Tiny copper coin beans them.
Tiny gold coin beans them.
Tiny silver coin beans them.
Really love this combo, I gotta try a character that does this!
After you cast Tiny Servant they last 8 hours. Now if you somehow get the meta magic, Extend Spell, you cast it before the long rest, you have the Tinies for 16 hours.
If you don’t have Magic Stone you can have a Tiny ride along with your upfront buddies and give the command, “Attack what that one attacks.”
The blindsight on Tinies is especially fun. Nobody is sneaking up on your team. Even if they are invisible.
Giving me lots of ideas for a tiny servant video…
The artificer professor and his three retainers--er, apprentices can make optimal use of this early on, if your DM will let your Noble (Knight) Background feature of Retainers have the three of them throw rocks for you.
Can we add magic stone to catapult? Like 3 magic stones in a bag, then catapulto the bag so you be doing 3d8+(1d6+mod)+(1d6+mod)+(1d6+mod)......can it be done?
No, I don’t think so. Magic stone only deals its damage if the user throws or hurls the stone with a sling. Plus, you can only attack with one pebble at a time; not all three at once.
This is more broadly true for any object with catapult. For example, you don’t add a dagger’s damage to catapult’s damage if you catapult a dagger. The spell only deals the damage it deals.
Doric definitely has the Crusher Feat.
Pair this with the Crusher feat and it’s just insane ranged forced movement.
i dont get why archery style doesnt work with it? since it is a 'with ranged' instead of ranged weapon attack. it is the same wording as the 3rd bullet of old sharpshooter and sneak attack
can you stack magic stone with catapult?(1st level spell)
IMO, no. Catapult deals its damage when a creature in the catapulted object’s path fails a Dex save. Magic Stone deals its damage when you (or an ally) make an attack roll with it. The two seem mutually exclusive to my mind. Another DM might rule differently.
Before combat, castle level 4 tiny servant for 3 tiny servants( 8 hours). During combat, use your bonus action to cast magic stones and drop all three of them on the ground. Have your tiny servants pick them up for their move action then use their action to throw them. Three attacks for a bonus action plus whatever you do if your main action.
Don't forget that to command the tiny servants is ALSO a Bonus action, so you'd have to cast the stones on one turn, then command your servants on the next. Still useful though.
@@Grysham you can give them the command before combat starts. If you see magic Stones on the ground, pick them up and throw at my enemies.
One thing to note though they have a vision of 60ft blindsight. This means they can see invisible creatures but they can't see anything past 60 ft. Which means have disadvantage on attack beyond 60 feet. Magic stones are only 60 feet without sling. Note you can also use a wand of magic Missile instead of magic stones.
Love it, wish I had included this in the video!
Don't you need to use your once per turn Object Interaction to pick up the magic stone before throwing it? The spell description says nothing about you picking the spells up, only that you touch them and imbue them with magic.
Is it wierd i wish armorer artificer could mske a gantlet with slots for magic stones that a monk party member could use to magically face-fist enemies?
Also spores druid giving raised undead a bones action volley of magical stones that also soak dmg,coupled with druids many battlefield control spells, is a solid synergy
Spores druid with raise dead skellies slinging magic stones arent bad. Not optimal but it gives skellies magic dmg and better to hit if your wiz 18 plus.
Magic Stone+vicious sling (adding 60ft additional range to sling) 1d4+2d6 on 19-20+ Crusher feat because you use blunt weapons anyway =
* Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
*When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
😊 If they're too close to you. Hit him with the sling 1d4 damage and knock him 5ft away from you.
Very cool, I hadn’t considered the Magic Stone/Crusher synergy!
Magic Stone + Catapult spell? 🤔
take 11 levels in fighter and one level in druid or another class that gets magic stone of your choice, take spell sniper or sharpshooter, then you have a magic barrage from afar
As a 1st level Artificier, giving a ranged option to the STR fighter and the monk, is HUGE.
It will fall off with levels though.
You don't need artificer to use magic stones with a rogue. Yes, the intelligence synergizes with arcane trickster, but what about phantom or thief or assassin? Basically any other rogue could take one level of druid for the same effect (more really, as druid spells are better- entangle, fog cloud, etc) Just make Wis secondary instead of intelligence. Wisdom skills are more useful to a rogue than int skills.
Artificers initiate
Battlesmith Artificer will be better off using a Repeating Shot Light Crossbow, if they can't get a Heavy Crossbow
They can give Magic Stones to their Steel Defender as a ranged option for them
I hadn't considered it as a ranged option for my Armorer, when they're using Thunder Gauntlets
Just been running around with Firebolt
Thanks for that
Great points! A steel defender with magic stones is like a little pocket turret lol
@@dndlounge I ended yesterday thinking about a hasted Armorer with Magic Stone
A short range Gatling gun
@@chris-the-human yea you can actually have your cake and eat it with magic stone for range in guardian mode. Take sharp shooter and use a sling for the extra damage. You will need to drop the shield tho cuz of loading property I believe.
@@DeadpoolAli that is an option
It's probably silly but I'm trying to avoid feats that make one armor option significantly more effective than the other
And sharpshooter is one that would make Infiltrator's Lightning Launcher far more tempting than the Guardian's Thunder Gauntlets
Pebble throwing as a Lvl 10 Armorer (I still have Magic Stone 😂)
My druid has +6 to wisdom so tlmagic stine at level one was hitting for up to 12 damage. It was so funny.
Magic Stone + Catapult
Depends if you have "one of those" DMs.
The spell has no material components but it specifically states that you touch 1-3 pebbles and they become magical. The average DM would handwave this as you "make" 3 pebbles, go have fun but the rules lawyer would ask:
do you have the pebbles on hand? Are they the size that you can hold in one hand?
Do you have two hands free so that you hold two stones while throwing the other?
Do you have a free action to interact with the pebbles in the first place and are they one free action each or can all 3 be grabbed with the same free action?
No ball bearings aren't pebbles.
Just give them their dam magic stones.😂
couldn't you carry a bag of pebbles with you?
Ok so it doesn't add proficiency bonus to the damage. Thats why I thought it was OP.