The Artificer D&D 5e: An introduction
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- เผยแพร่เมื่อ 7 ก.พ. 2025
- With EBERRON: RISING FROM THE LAST WAR comes our first new class since the introduction of 5th edition: The Artificer
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In this video we go over the class, the subclasses and the abilities of the Artificer.
Sub classes
Alchemist: 34:02
Artillerist: 39:41
Battle Smith: 45:50
You are a saint
You know what this means right?
Step aside cleric dip for wizards!
Con save proficiency!
Medium armour and shields!
That's 20 AC with half-plate and a +1shield!
No hindrance to spell slot progression!
Not to mention you get guidance, cure wounds and sanctuary!
In addition, it uses int as its primary stat so no high wisdom required!
There is no question it is a superior dip. Con saves, Int based, everything is here.
Well, I guess really good multiclassing options was one of the few things some of the other spellcasters had that wizards didn't. I'm glad they fixed this so wizard's place as the uber class is even more firmly cemented.
@@TreantmonksTemple So I am fairly new to D&D and am in the middle of a campaign. Right now I am 2 levels of wizard and 1 of artificer. I just leveled up to Diviner, but my DM says I can dump as many wizard levels as I like and trade them in for artificer. I am not a huge fan of doing damage and would rather have my teammates do damage and I do support. I like the god-wizard concept and emphasizing battlefield control, but I also like the idea of crafting lots of stuff. Any suggestions for how to proceed? Also, thanks for all your previous work. I've watch every one of your wizard videos and took lots of notes to help me be a better optimancer. That is probably the main reason I am hesitant to be an artificer because I feel like I finally have a good handle on being a wizard (thanks to your videos).
@@FatherOfThursday I will say if you want the god-wizard concept instead of damage, you will want to keep the 1 level dip in artificer and go wizard the rest of the way.
Don't even have to watch this first to leave a like. So happy to see a quick response and breakdown of this uncharted territory.
Playing an Artificer now and absolutely loving it, I find that with Tool Expertise you often have to explicitly ask the DM if you can use tool proficiency. For example, when investigating how to disable a trap, specifically asking if you can use Thieves' or Tinkers' tools instead of just Investigation.
One little thing I like about the Artificer is something they should have done for every class with cantrips - they let you swap out cantrips as you go up in level. Now you can start with Create Bonfire at level 1 and have a battlefield control cantrip, and then swap it out when your concentration becomes too valuable to lose by casting such a weak attack. Switching them out helps make up for the small number of cantrips you get. (Especially since Mending is mandatory.)
wait WHAT?
A gish that isnt MAD? Its not a hexblade??
"Oh boy, here I go killing again!"
For the same reason that I love Warlocks, I'm not so much looking forward to the "powerful" builds, but looking forward to how many strong variations can be made that feel and play very differently from each other. It seems to me, that this class is even less locked down than Warlocks are with their EB. Lots of strong options here.
Kobold Artificer + Humonculous. You are welcome. :P Kobold is a great combination for this class I think. Medium armor + Shield + natural dex bonus means you aren't "wasting" that dex at least. And who hasn't wanted to make a kobold character like in Volo's :P
This is the most in-depth breakdown of this new class I've ever seen. Kudos for touching on many of the details that other guides have missed.
Re: Returning Weapon, a dart is a ranged weapon that can be thrown and does qualify for Sharpshooter.
...now I want to see a Monk using darts or something
A thrown weapon and a ranged weapon are different. Most DM's would likely allow thrown weapons to be included.
@@acm4bass the weapons that are ranged are specific. Simply having the ability to make a ranged attack does not count. Among ranged weapons, Darts are the only ones that are thrown. The Sharpshooter feat specifies an attack with a ranged weapon. No gray areas here. I mean, a DM can hand wave anything. But let's not pretend that the rules aren't clear.
Artificer; DnD's Yondu Ondanta.
@@chrismarshall7131 I disagree on the Yondu allegations. He's a charismatic leader. I've been thinking divine soul sorcerer for spiritual weapon( arrow), spirit guardians( several arrows), then animate objects( you guessed it, 10 bludgeoning arrows). Alien raised in to be a warrior, Githyanki probably.
So, I've been building an artificer who's like...a chef who imbues cooking with magic, and, while I'm still having trouble figuring out how to make weapon infusions work for a cook, this video has given me a few good ideas. Thanks.
This was the best breakdown I have found so far, thank you for not just talking but showing it.
Thanks, treantmonk, I had missed some important details when reading through the class myself, and now I'm excited to try it out.
Love your channel and your work treantmonk! You have been an incredible 5e resource and I appreciate you so much!
Great video! I love the flavour of the artificer, so it's great to see a quick breakdown of it and get some first impressions. Cant wait for some builds! I really liked hearing you mention the relative power level of the class being in the middle, since I've seen a lot of people complain about it being weak. I'd also love to hear you talk about the relative power level of the classes compared to each other sometime
Battlesmith who rides into battle atop a flying mechanical dragon! If the DM let's you incorporate them into it, you use the infusion Boots for flying, gauntlets/belt for strength and you spam-cast enlarge on it with your 10 spell storing uses. Go Kobold for best effect.
Now a series of videos like you did with the wizard would definitely be in order. Can't wait to see a wizard/artificer multiclass.
Oooh treantmonk grant us your wisdom!
Great break down for us novice people in reading comprehension :) … makes my next class selection much easier! Well Done!
“If you load no ammunition in the weapon, it produces its own.” Sounds to me like repeating shot pretty clearly does not require a free hand for your hand crossbow.
I think the RAW is clear this works, but for the sake of immersion the weapon not auto-pulling its string is an issue. Personally I am just going to flavor it as your Infusion transforming the Hand Crossbow into an Arcane Pistol.
Moebius eh, feels like a small detail for me. Why wouldn’t the weapon automatically pull back the string?
Adurnis I’m not doubling up. Just repeating shot on a crossbow.
Was replying to another comment, since deleted.
Adurnis The reason the detail matters to me is you could also say the string pulls itself on a longbow too, and that seems stupid as hell and breaks my immersion. So that’s why I rather just reflavor it given that I agree on the RAW.
I think Repeating Shot is pretty clear: You don't need to load ammo because ammo is magically created, and it was requiring ammunition that meant you needed a hand free.
Definitely. Unlike xbow feat, it explicitly removes the thing that required the hand
A fuel source could be required to draw if you want to defend gritty mode.Gear's would be nice and thematic. I am a big fan of cantrip fuel myself and would I allow mold earth to draw a bow if the tips had pebbles hydraulic from control water...
Jeremy Crawford has stated that this is true.
I think you made a small mistake at 12:45 when talking about Infuse an Item ability; you said that you can choose to make the same infusion more than once. But the last paragraph clearly states "each of your infusions can be in only one object at a time", meaning that you cannot just infuse weapons of your whole party with a single infusion. You can infuse multiple items, but they all must bear different infusions, not the same one. Basically, you transfer the infusion from yourself to an item; so you cannot just repeat it, and it loses power once you unlearn the infusion.
infuse a buster sword like weapon then dismantle it into its component blades boom fully kitted party
Artificer can make ring and cloak of protection eventually for an additional +2 to AC and saves. Flash of genius, souls of artifice, and those magic items give +13 to any SAVE.
The +8 when attuned to the cloak, ring, and other items add to death saves. This is mechanically advantageous and also thematic I think. The artificer is the most likely Class in my opinion to knock himself out while experimenting and awaken hours later.
Battle Master Artificer 3/War Mage 17
For the cost of heavier armor, you can free up a lot of strength points for Con and Dex compared to the Fighter 3/ War Mage option.
The whole "extra attunement slots" feature immediately stopped feeling as powerful once your realize half of the infusions require attunement. Effectively you still have to choose between a magic item crafted/looted or an infusion the artificer possesses.
All in all I am glad this class is finally finished after so long and came with an Eberron campaign book. D&D 5e is expanding firmly outside of FR territory and that's great.
I guess you could swap out your infusions at higher levels that need attunement
I mean most of the infusions you choose would be the magic items anyway right? weapon/armour stuff.
and as you find better you can switch it out on level up at least.
Remember that you can give it to your allies, so if you get a ton of magic items suited to yourself you can hand out infusions for other people
+1/+2 to shields or armour can go a long way for some martial ally.
So this is my first time getting into artificer and I have to say its an increadibly interesting class! I was avoiding it because im not a fan of tech in a medieval kind of lore, but they made things blend nicely. Im probably gonna take dwarf with guild artisan and stack up the expertise on tools lol! The only thing the enoys me now is that the beastmaster companion is weaker to that of the battle smith. Oh well... Excelent video! Thanks!
Always interesting so hear your input in the new class. I’ve been waiting for this class for a long time. I can’t wait to play a Mark of Healing Halfling BattleSmith3/Wizard X.
I would love to hear your opinion on the new races and subraces too
One of my favorites characters in Tolkien books is Feanor. He is a High Elf, a master in crafting weapons, gems, and able to infuse his elvish magic into them. He is also strong in battle. It always made me sad that no class allowed me to make a character similar to that concept and flavour! Choosing an Elf will probably make you go in dex based build. And I cant imagine Feanor wielding a rapier! Also, Eldricht Knight, one of the most obvious choices for this concept, is not exactly fit to it.
But the Battle Master seems really cool, fits perfectly this Feanor Flavour!
Feanor turns very very evil eventually as he is consumed by his desire for revenge against Morgoth
Treantmonk's Temple Yes, indeed! Poor Teleri!
I think the reason for the 3rd level feature "The Right Tool for the Job" is because, at 3rd level, the class doesn't automatically provide the Artisan's Tools that each subclass needs (Alchemist's Supplies, Woodcarver's Tools, Smith's Tools), so if you're not able to buy them in your game, you can at least generate them if you need. You do still need Tinker's Tools to do so, which are not automatically granted by the class (Thieves' Tools are), so unless you pick a background that supplies any Artisan's Tools like Folk Hero or Guild Artisan to pick those up (or use the optional method of Purchase Items with Starting Wealth instead of choosing them for free, in which case is 5d4x10 GP to work from), you'll at least have to acquire those in game to use that feature, or just purchase said tools naturally if possible.
One of my favorite classes since 3rd edition, loving these videos. From the UA I see some nerf but is still pretty good. Spell Storing Item is probably their best feature, easily abusable counting the big number of minions you could carry between homunculus, steel defender and tiny servants.
Something I didn't like was moving the crafting benefits to higher lvl, in the UA every subclass receive cheaper and faster crafting of respective items at lvl 3, now is a generic one at lvl 10. Alchemist lost the most because brewing potions was a big plus of the subclass.
There's some drift on the spell list, removing some damage for utility(which frankly is more fitting), and they definitely shifted some of the class' strength from the archetypes to the core class (also a boon, imo). Lastly? The number of Infusions known went up and the attunement stuff changed from a spike to a more gradual increase, making the middle levels less weak while not making capping the class worthless.
If you're looking for the Artificer in Wayfinder's Guide to Eberron, it's at the very end, past Appendix C.
My starting opinion before watching, is that it is the new strongest half-caster.
Not even remotely close - it's a great dip for a wizard, but as a straight class, the Paladin is FAR better, especially if they take a hexblade dip
I’m envisioning an Artillerist grenadier who imbues glass “grenades” with spells and fires them from a homemade grenade launcher (M-79 or Milkor MGL). The grenades are stored in a bag of holding and fired using the repeating shot ability. There are so many excellent spells for this idea; web, sleep, stinking cloud, fireball, etc. I see a Dwarven martial scientist for this build.
unfortunately only level 1 or 2 spells for spell storing item, so no launching fireballs for free
Amazing for a high ac build even in campaigns without magic items you have at higher levels +2 half plate and shield (possibly two I think because if it infused you can use it as a spell casting focus) then a ring and robe of protection on top of half cover from your artillary turret
I agree on the basic assessment that this isn't a horrible class or over powered one, but it is DM dependent significantly on how they handle attunements, item availability, formula, and how available high level magic items will be. I can't see making a damage class out of this but a support/healer or support utility for sure would work. Another consideration is that the entire party will want magic items too and a disproportionate number will find there way to the artificer. This could create party conflicts.
but the artificer is also making plenty of magic items for the party too
@@johnpaullogan1365 Is he?...how would a dm respond....maybe the dm gives out fewer items. Just like when there is no compent healer a dm adds potions to make play possible.
Eldritch Cannon and its power ups reminds me of the SHIVs from XCOM:EU
For a typical campaign that doesn't get past level 10-12, Artificer seems really powerful. Yeah, it's rough that they don't get spells higher than 5th level, but Warlocks only get one Arcanum spell per level per day and they do alright. I think it would be a blast to play in a group of all Artificers.
@@sharkforce8147 good point. The option to swap out level 6+ spells is something the warlock sorely needs
Wait...are you THE Treantmonk? I’ve been reading your guides for yeeeears
I'm quite sure I'm the only Treantmonk. .
Great video, Nice suggestions. Question on days - when you mentioned half a week for the creation of a common item being 3-4 days, I wondered if it for some campaigns would be five? Our DM operates with rides of ten days and three rides to a month. I think it stems from sword coast adventurer’s guide. Itdoes not change the fact that the Artificer would be faster 😀
Ya. Im still rocking my stylish crab turret. My DM was having too much fun with the homebrew I was coming up with. Gnome mech for the win. I plan on hooking our teams wizard up with a mech too later if shes willing to shrink her PC down to small 🤣
I like the artillerist. Siege mage was my favorite archetype in pathfinder because it was cool. Kinda wish it were more like that though in terms of just replacing your attacks with those of a cannon.
To be fair at 17th level with an artellierist you can be dealing 4d10+1d8+6d8+10 damage
@@moto2442 I do not care about damage. I want to load and shoot cannons.
To be fair at 17th level you can deal 4d10(21)+1d8(4.5)+6d8(27) damage per round which is better than a warlock. 52.5 damage is about 10 damage extra I do think the artillerist would benefit from nabbing hex with a 2 level dip to give them an extra 6d6 damage per round + 4*charisma modifier. That makes it 4d10+1d8+6d8+6d6+8(assumed 2 for 14 charisma) 81.5 damage per round which is slightly more than a sorlock without casting hex.
Also extra 1st levels spells seem to be very useful for an artificer allowing them to add quite a few extra effects like their infusions or even resummoning their cannons.
I think one of the best uses of Replicate Magic Item is to get the formula for the item to make it permanent.
Love the vid! You’ve got to make a build video of the alchemist! At surface level, it seems like a casting based subclass without the spell slots to back that up and that worries me. I’m hoping that a well thought out/optimized build can prove me wrong!
It worries me too. I'll play around with some builds
Artificer really requires a DM to give you tool opportunities but if they do, it’s a blast
Gnome artificer cavalier multiclass
I was a little surprised you don't start with Tinker's Tools, since those work as both your spellcasting focus and are needed for magical tinkering, but instead start with Thieves' Tools, which act for the former but not the latter.
Finally I can get to play as Mechanicles from Aladdin.
On repeating shot: the weapon automatically produces ammunition *when you make a ranged attack with it.* Producing the ammunition is part of the attack, which I would interpret as not needing a free hand.
Love your videos, keep up the good work
How do you feel about using a homunculus as a spell storing item and using itself to cast the spell? It should be able to at the very least use a spell stored in a dagger for example right? I love the idea of it carrying a little wound stitching spider as a stored cure wounds to fly around and heal party members that go down, using the artificer's bonus action to command it to take the action
I think the Artificer finally gives us all the tools we need to have a pretty awesome 5e Gish. 2 level Bladesinger/Battle Smith X. Let's talk builds please.
Or Abjurer/battle smith
Or battlesmith/warmage
But can you use bladesong with medium armor?
No you can't
@@SirGambitRocks That's why I'm thinking it might not be that good of a dip for bladesinger.
I think it would be really funny to have an artificer that's a chef using cooks tools as their focus
And 100% legal in the rules. I was actually considering an artillerist build that was a chef. 15' bacon fat splatter skillet/cannon.
Makes me think of the old Iron Chef competitions in gitp for 3.5. 😊
As written, the RAW on repeating shot is pretty clear: the needing a free hand comes from the Ammunition property. If Repeating Shot doesn't change the ammunition property (because they want you to be ABLE to use magic ammo), then it doesn't get rid of the free-hand requirement.
"Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. [...] Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon)"
Proposed house rule: "You may also choose to ignore the Ammunition property when you attack with the weapon"
Douglas Kilpatrick it bypasses the loading property and produces its own ammunition. They may not have worded it the way people want but Crawford has done several videos claiming that repeating shot was made specifically for the purpose to bypass the loading property and ammunition property.
I'm looking forward to an artillerist build
The exploitation isn't as obvious without going Battlesmith and getting Martial proficiency but I feel that Magic Item Savant and the removal of race, class, and level restrictions on magic items is huuugggeee
Hahaha "First of all - my condolences :D"
I want to know which DM actually tell the people to count regular ammunition
written part way while watching. Casting, it requires the tools, meaning it forces A Focuse requirement on all spells--whether they're somatic only or material only or somatic and material.
meaning, this overrides that via specific vs general.
Meaning except for spells with cost materials, you'll always be able to use a focus instead. Unlike normal focus subsitution--which is "somatic and material" only and wont' work on material only or somatic only.
Wait, why can't the *homunculus move in and then deliver the spell? Why do they have to be already in range? I'm new to DnD.
The Homunculus must deliver the spell when you cast it using its reaction, so if it needs to move into position, it's too late.
@@TreantmonksTemple Sorry I meant Homunculus hahah! But is it possible to hold my spell and then make the Homunculus move in and then let the spell loose?
@@keithredacted8154 you will want to tune in to Monday's vid, that's going to be an Artificer FAQ and that's a question I will be answering
I see it as the Homunculus' reaction not your reaction.
Interesting video
Liked it but have to watch it in parts
Mine. I did it first. Way back in 3.5 I created an Epic-Character Class called the Artificer. I totally nailed this concept and I did it first. You guys can even ask Kevin O’Brian about it if you don’t believe me.
I feel like the Alchemist’s Experimental Elixirs should have scaled independently. The temp hp when drinking an elixir is cool but considering how minor the initial effects of the elixirs are the temp hp pretty much just becomes why you drink one. It wouldn’t even be hard to come up with buffs for the elixirs at higher levels that help them feel impactful.
I adore the Battlesmith on Human with Magic Initiate: Wizard just to have a party unto myself (Steel Guardian, Familiar (Flying Monkey, because pocket healer (you could easily argue a monkey can open a potion bottle, because thumbs, and flying healer is useful)), and Homunculus plus myself).
Also, for those of you in the audience who are fans of Borderlands...
Artillerist - Axton/Roland
Battlesmith - Fl4k/Moze/Wilhelm/Jack
When full casters get 9th level spells, you better believe I’m giving the artificer a mech
I'm curious what builds you can make out of this. Which classes synergize with this well?
It seems to me that Alchemist could pair well with Thief for the ability to use items as a bonus action.
I really wanna play an artillerist. It sounds super fun
1 year later and I've had the chance to play an Artificer. The dm I have is pretty lenient so I get to try out things like making the party custom items and things, as well as make things like the Impaler bomb and using Catapult as a delivery system. (I don't know if there's an errata somewhere but nothing in the spell says you can't use it like that... though at the levels where you're using Catapult to deal damage it's kind of overkill, but still fun.) Not going to lie, I kind of want WOTC to do an explosive focused subclass.
Artificer I feel is the kind of class where you have to think both in and outside the box as well as have a good rapport with the dm.
Artificer's gain the ability to craft common and uncommon magic items in a quarter of the time and for half the price at level 10. (Going by a work week of seven days, 1.5 and about 3 days respectively) I understand why WOTC stuck to only those tiers. I disagree but I understand. This ability is why I advocate strongly for Artificers to gain as many tool proficiencies as they can. Priorities include; Woodcarving, Smithing and Alchemist supplies. (Arrows and magic implements, armor and weapons, potions and other fun things respectively.) With enough resources you can arm a hamlet within a month, possibly less with help. Note to dms if you want to limit this: limit it to items that they've examined and blueprints. You almost don't need the replicate magic item infusion for common and uncommon items. For those interested all +1 weapons and ammo seem to be uncommon, this includes fun things like the antimatter rifle. Which is an item I'm not sure what they were thinking including but I want one. Not a big bump for when you get the ability, but a plus 1 is a plus 1 and bounded accuracy is the thing in 5e. Sadly +1 armor is rare.
Which brings me to infusions. We could use more, but what we have currently sets up a good frame work for custom ones and aren't bad in their own right. The wording could be better explained but it's WOTC so I don't begrudge them that much on that at this point. Not a fan of waiting to level to change, like in general, but it makes sense since you're basically making blueprints. They could have put the ua ThunderCannon here tbh. Personal recommendation for all Artificers, Replicate magic item bag of holding. Because BoH are amazing and you probably dumped strength.
This does bring up my one gripe with the class. Replicate magic item feels like a developer cop out. Much the same way giving enemies spellcasting to make them difficult. Don't get me wrong, the magic items listed are fun and useful, for the most part, but using a limited resource for it seems a bit much. I don't know how I'd have done it (iunno, have it be a single infusion that upgrades the list at certain tiers?) But it seems a bit eh, if that makes sense.
I personally don't see a problem with allowing firearms, renaissance tier anyway. In our own world firearms were a symbol of advancement so in my mind having the Artificer use them makes sense and the bump in damage die really isn't going to be campaign changing really. Modern firearms I'd be a bit more wary of, at least without a story reason. Future tier is a hard pass unless the Artificer in question builds it from scratch *during* the campaign. With difficult checks. Because the antimatter riffle does like 6d8 damage.
I really like the battleSmith and would like to try it out for the defender.
I think it would be super fun to mount an artillerist's cannon(s) on the steel defender. Two artificers making one badass death bot
@@AlexanderBaird amazing construct with deadly flamethrower attached
or first-aid robot that goes around giving potions and temporary hit points (with the protector cannon)
I'm pretty sure that by raw this wouldn't work, but aren't warforged technically constructs, and could therefore be healed by a steel defender?
You still can't attune the wrong color of the tunic of the archmage. I wonder if that was intentional.
OK, given that Fairy Fire pretty much seems to be the signature spell for beginner level artificers, and that fluff-wise artificers don't use hand gestures and magic chants to cast, but gadgets:
Who can come up with the most stylish gadget, that would produce the Faerie Fire effect?
"Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
"
A glitter gun?
@@TreantmonksTemple 🤣 ...somewhere deep inside me still lives an emo teen, who wants to make all my characters a touch dark, broody and angsty, ... and generally a rational-minded artificer should seem to fit that mould.
But with this spell as signature move, I feel inevitably drawn towards Village People, Abba, Sailor Moon, Anime, Teenage Turtles stuff. I somehow thought of a tiny walking disco ball, but your glitter gun suggestion isn't that far off theme. Darn it, Gods of D&D, there has to be a black metal themed way to represent this spell in game!
Theme-wise the problem is, that it is actually a buff effect (giving advantage to attack, "darkvision" and see invisible), but administered as a debuff effect, so everybody, even NPCs can profit, otoh it can be resisted by agile creatures.
A straight-up buff could be easily and fairly low- to midtech be flavored as any kind of goggles or screen, or even an enhancing drug effect, but as an AoE debuff it almost immediately bumps into suspension of disbelief hurdles.
There just is no credible way to explain how a fairly mundane technician (at that low levels) can perfectly illuminate such an area with a single action.
The color-light outlines are sometimes used in CSI-type cop shows or low-budget sci-fi flicks to represent a "computer analysis" or a hologram of whatever, but that is almost inevitably a representation of something that happened in the past. If the beginner artificer has somehow access to enough calculating power to do that on near-instant speed, AND project it into such a big area, why does he use this power just for such silly light effects?
For my Forest Gnome Battlesmith Artificer, I use a mechanical firefly, which flies to a targeted area, and explodes, drenching enemy creatures with glowing goop, if they fail the Dex save.
Just a note that it doesn't really matter that much about the campaign how good your extra attunement slots are since you can MAKE magic items many of which require attunement slots, with your infusions, that's the main reason you get that ability to attune to extra items so you can use more of your own infusions.
Had a thought yesterday: Could the Artificer be 5e’s version of a Factotum? Could you build one that can fill any party role reasonably well, if not as well as a specialist? I wonder what a build like that would look like. (Hint, hint.) :-)
Artificer is not as flexible as the Factotum. It's reasonably flexible though
It kills me that your videos have a weekly cadence. I need an artificer build so bad! My friend’s Ravnica game is starting up and I’m going to play one. I have some ideas, but I need Treantmonk’s critical eye!
Also don’t cast spells from the critical eye, it’ll tear your soul out!
Me too, stupid real job!
At 12:45 you discuss infusing multiple items with the same infusion. But as I read it, the second sentence of the third paragraph under Infusing an Item appears to contradict this, stating, "... each of your infusions can be in only one object at a time." Is that clarified elsewhere?
about fricken time. got so tired of artificer as a subclass of wizard
but where tho? is it in the book where it says that? bc ik my dm is gonna want me to cite it and im trying to look on 5etool for it
Talking about Eberron: What do you think of the option for a changeling to take the floating +1 in CHA as well for a total +3 CHA at first level? Worth it?
I mean, if it gets you an 18 on a Cha focused character, I can't see why you wouldn't.
Assuming you're going to want your casting stat to be 20, I'd view this as essentially buying you an extra feat. So now, Lucky, War Caster and... Elemental Adept for a blaster? Magic Initiate for a Familiar? Resilient CON for better CON saves?
@12:59 Sorry to correct, but you can't do the same thing twice. "...each of your infusions can be in only one object at a time."
I'm actually not referring to 2 infusions in the same item, I'm referring to using the same infusion twice, as in creating 2 magical weapons for example.
@@TreantmonksTemple Hi, I agree that you are not referring to 2 infusions in the same item. I think we're on the same page there, but I read "...each of your infusions can be in only one object at a time." to mean that you could only create 1 magical weapon for example.
@@minicartel Yeah, i too think that this is what is intended, that you cant have two magical weapons.
@@minicartel ah yes, there are 2 ways that sentence can be interpreted. Interesting.
My problem with the artificer, is I'm not really sure what it's for. Like, it's main deal seems to be magic items, but I'm not sure even with good magic items it's going to be better than a paladin, or even maybe a ranger. It's got some good utility spells and abilities, but does it really want to use those limited spell slots and abilities on utility, when it also has very little way to deal more damage. I also wonder what magic items really help it, if you're a DM and you feel the ranger in your party deserves a power boost, it's pretty easy to find them a cool magic bow they can use or something, but with this I don't feel there's much that will boost what it already does, just stuff that will help it do other stuff. Which is cool, it can do a lot of different stuff, but I think it will feel pretty underwhelming to play. I think part of this is not getting it's own unique spells like the ranger and paladin get, that could really help it's synergy and give it a real identity. At the moment it just seems like an extension of the gnome tinkerer abilities, a lot of semi-useful fluff, but nothing spectacular, nothing defining it.
As you will probably make artificer builds and not wizard builds. Which of the 10 wizard builds would you include now the level 1 artificer dip? Mechanically enchter would profit a lot, but fluffwise why would a aritificer trainee turn enchanter? War is probably a good combination with aritificer.
Definitely on the Diviner, I would dip Artificer instead of Cleric. Artificer is a much better dip
In regards to magic item recipes to craft a permanent item: my DM ruled that if an Artificer can make it an infused item via replicate magic item, then you don’t need a recipe. If it isn’t an infused item, then I would need to seek out an NPC that would have the knowledge and learn it from them.
When can you infuse an item? Do you need to do it immediately after a long rest or can you infuse an item midbattle?
It will be immediately after the long rest
It might just be me, or does casting spells with your homoculous feel underwhelming? What spells do artificers' have that you would use with it?
Cure wounds is the only one I can think.
Do cantrips count? Poison Spray on an Alchemist can be pretty rough if they'r not poison resistance (so humanoids mostly i guess).
Some weird utility spells I thinnk could be done through it--while you are in a safe spot
guidance and mend
You state that Flash of Genius must be chosen before the roll is made. By the wording, it looks more like it's after the roll is made, but before success is determined. Still not quite as good as Arcane Deflection, but better than having to do it completely blind.
i could see the self destruct having some use. have the rogue get invisibled and carry it somewhere then detonate it as a distraction. it doesn't say you have to see it so you can do this past walls and whatnot
60 ft is still limiting but you can get people to check out a different room
You can still use your BA for a Flame shot first can't you, then detonate it... That is quite a lot of AoE spike damage.
Finshed the video now~ (sidenote I can never think of a reason to have a small turret. it has same movement/attack range when its tiny, except you can carry it easier.)
I really think 2 of the classes are explicitly designed to work off attack cantrips. Alchemist really doesn't have any other truly valid combat option. Artilirist is pretty heavily designed on a blaster cantrip build. Neither of thes two can use weapons very well.
Additionallly, the INT or the D8 addition effectively gives a pseudo raise level. So at lv 5. Firebolt does 2d10 (think it was d10) for normal casters, which raises at lv 10 (or 11?) to 3d10.
but at lv 5 the INT or D8 give what is effectively a pseduo level up to the spell's next progression area. They'll be doing damage that is fairly close to a lv 10 wizard using the cantrip.
I can't really see a method to build them otheriwse.. Artificer really doesn't get enough cantrips though. So I really feel like dipping magica initate just for the cantrips.
i want guidance, mage hand, message, Firebolt, Poison Spray.
mending is very in character and I want it too.. but I don't have an incalss reason for it. I don't like the humunculus--but I'm not a fan of pet/familiars.
I could use it for my Turrets--but I think I'd probably rarely actually use it on it. So its more for world utility.
but yeah thats way too many cantrips, and not nearly enough slots. Makes me sad.
Message or mage hand + mending via magic initiate + feather fall or some other emergency 1/day feels pretty useful.
How would redesign the Alchemist?
My Artificer is a Battlesmith and he comes from the church of Gond and is a Gondsman.
I don’t think the Homunculus is an auto-pick for any Artificer in general...any Alchemist, maybe, but the Battle Smith and Artillerist would be giving up their Steel Defender and Cannon respectively, so that’s a bit of a waste of resources if you ask me. Everything else checks out tho!
Perhaps in combat, yes it's rather squishy, but so are familiars. think of the utility! I agree with Treant that this is a must pick. Why not have both defender and homonculus helping you with tasks?
Wait I can be a gnome and a gish that isn’t MAD AND I can ride my own created defender into battle!?! Sign me up sir!
Spell Storing Item Idea for Support & Offense
2nd Lvl Longstrider on any melee build, but preferably rouge & monk. No concentration, 2 can be affected at once, Duration 1 hour, STACKS UPON ITSELF UP TO 2 x Int Mod PER PERSON!!!
Magic item savant would let an artificer attempt to cast any spell from a spell scroll right? After the exceedingly high check anyways. Probably lets you use your intelligence for the check at least.
I think so
What is Magic item savant from?
Michael MAnville
Artificer class level 14 ability.
-You can attune to up to five magic items at once.
-You ignore all class, race, spell, and level require ments on attuning to or using a magic item.
@@binolombardi ok
I was very unhappy that they couldn't find a different name for battle smith. I was hoping for full alliteration.
Just remove the B :P Attle Smith
War-worker. Bomb brother. Melee machinist. FISSION FREIND( EEEK?!!😶). Mek maker.
I like the idea of an artificer who uses their magical tinkering to troll the absolute balls out of people. Imagine just making a single gem in a kings throne permanently smell like someone just ripped one in the throne room. What's the king going to do, tell people his throne smells like crap? everyone would just think it was him. You could depose a monarchy with the power of social stigma and flatulence!
our dm alows sharpshooter with thrown weapons. he says a ranged weapon is a ranged weapon weather you throw it or shoot it.
I wish there was a link to this page of deets
The page is from D&D beyond and you need to have purchased the book to get access.
Oh, I just realized they lost the extra attack. I'm playing an Artillerist.
Question! Is there any reason to use a weapon with Repeating Shot/ Returning Weapon without an extra attack instead of Firebolt with a plus d8 with an arcane firearm? I'm new to d&d and I'm struggling to find reasons to pick up weapons if you don't get a second hit. Thank you!
With an artillerist I think you are best to go arcane firearm and cannon, but your infusions can go to other party members too.
@@TreantmonksTemple Oh, that makes total sense! Thank you.
Can you still craft healing potions and spell scrolls even if you don’t have the formula? (Is there a formula for those items?)
Technically a scroll needs a formula. Not sure if a healing potion does though
Firebolt as artificer is about as good as the walrock with hex. You said that is probably not optimal. What weapon would you suggest?
I'll be doing builds soon, but at low levels, a light crossbow is probably as good as anything.
Where is the PDF online for this? I can’t find it :(
I don't know if there is one, it's in the new Eberron book. I'm using D&D beyond and bought the book which is why I can bring it up on screen
Flash of genius does not specify the timing of the reaction. As such, it has to be used after the triggering event is done.
It’s also worth noting that it does not include the usual wording that changes the result after the ability is used.
As written, the ability seems that it doesn’t actually do anything... as it adds to a save or check after the roll is resolved without changing the result.
It specifically says when you or another creature in range make a check or save. That's when you spend the reaction.
"After the result" effects such as indomitable are exceptions, not the rule. So if something says it happens when the die is rolled, then that is when it happens.
Aethon056 they are exceptions in that they give specific timing on action interruptions. The general rule is that if no specific timing is given, the reaction occurs after the trigger response. You and I may be at odds with when the reaction is actually used but both of these responses are more acceptable than what chris stated in the video.
His interpretation was that you somehow have to use a reaction before an event has happened, which is just not how reactions work. They may interrupt and possibly change an outcome, but they do not happen before a trigger.
At any rate the wording needs to be clarified to fall in line with other abilities. There is no easy to interpret order of operations provided for checks or saves, even though one is provided for making an attack.
Only info I could find was in the PHB stating that to complete an ability check a character needs to roll a 1d20 and add appropriate modifiers and compare it to the DC. This is all in the ability check paragraph on PHB pg 174. It seems to imply that a roll with modifiers is a check, and only after the roll is completed and modded then is it compared to a given DC. It should be worded like cutting words if this is the case.
@@binolombardi the triggering effect is that the roll is called for. The feature is used after the trigger and before the roll.
Treantmonk's Temple
“When you or another creature you can see within 30 feet of you MAKES an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.”
PHB pg 171 3rd paragraph.
My interpretation of the first sentence means that at the very least, dice are rolled and a modifier is added.
“To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success the creature overcomes the challenge at hand. Otherwise, it’s a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the DM”
It needs to be reworded to fall in line with similar abilities, like cutting words. It’s probably meant to be one of those ones where you see the result but don’t know it’s a success or failure yet.
Your way would read something like portent I believe.
@@binolombardi Yes, reading it again with the context you've given, it's not entirely clear what point of the "makes a roll" the modifier is added. It's strange that unlike so many other features that specify when the modifier is added (before the roll, after the roll, but before the results are known, after the results are known) this one lacks that language which leaves it pretty vague. I've been pouring over sage advice to see if there is any indication which of those cases apply to this feature, and been unable to find a precedent. I expect the designers will eventually have to either address this, or errata it.