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I made my Artillerist someone that learned through other classes, Cure Wounds are his "healing gauntlets", resembling paladin's Lay on Hands, and Heroism is a little emblem attached in clothes that has an epic song, resembling bard's Bardic Inspiration.
I played a herbalist/chemist once. That was pretty much how everything was dealt with. The party mage low on mana? Give him some drugs, The barbarian berserker out of steam? Give him a portion of that "special" shroom stew, aka more drugs. Interrogating some poor schmuck for the treasure location? give him that special drug. Exterminating a goblin camp? naaahh. Sell em lots of drugs instead.
My first time playing artificer, I completely scrambled my DMs brain by playing a Goblin who was living in an old warforged like a mech suit, slowly upgrading it as he leveled up. We also flavoured his Eldritch Cannon to be part of the Warforged as a back mounted launcher which could launch infused objects. In my DMs head I would launch light infused objects like Flares for night combat until I used it to launch a Mortar shell containing Fireball and turned my Artillerist into a mobile Artillery Platform. The party loved it but ho boy does my DM go through our homebrews with the finest comb now 😅
I follow Commander Shepard as a curator on steam and he always recommends the best games! "I'm Commander Shepard, and this is my favorite game on steam." You think I'm kidding
Or when you go to order something but you don't feel like talking to the shop owner "I'm Commander Shepard, and I want this good." "I'm sorry, what was your name?" Then you speak and say to them, "Um, C-O-M-M-A-N-D-E-R... Shepard."
Can you imagine if you were the BBEG and all of a sudden random objects (like say your minion's armour or gold coins) starting talking shit about you? Can you IMAGINE how much magical resources you'd have to expend just to dispel the magic on 1000 gold coins? Or if you're a king and all of a sudden thousands of propaganda leaflets fall from the sky showing in VIDEO your darkest secrets? What about imbuing 100 shields with images of a monster (like a gorgon head) or camouflaging armour pieces so that you can sneak better? You could literally set up a field of stones and turn them (as illusions) into soldiers. You could also place random noises of monsters all over the town and double the patrols so that the town has to send more guards to the opposite side of town and effectively get off your backs. Magical Tinkering, if used right, could literally destroy empires.
@@inventor121 Unfortunately you can only give magical tinkering to a number of objects equal to your intelligence modifier. But if it was limited and the effects could be activated like Magic Mouth (maybe a bit more limited) it could be very good.
3:13 it is not useless. as an Artificer, I would use this Magical Tinkering to help NPC's I came into contact with, which often earned me advantage in Persuasion checks with them, or made them more friendly toward me in the least. - I made one NPC that was reading a book a light she could read near so she could stop wasting candles. - I made a child's toy produce an animal sound, making it more fun to play with - I gave a cook a "air freshener" to keep in the kitchen's trash can.
I feel like the reason people think its bad is they don't make the connection that A. you can create infinite amounts of items, like a 6 second recording on a stone is kind of really bad but making several and you make a sound board of various phrases or sayings. and B you can make some interest combinations with the options per item for example can't put a sound and a smell on the same item get two rocks one makes the desired sound the other the the desired smell yeah its not amazing like certain spells but it costs literally nothing but just an item like a rock or other mundane item that's ether plentiful or easily obtained. edit: and C. misreading the range of 10 feet and thinking the items stop working if they get more then 10 feet or so from you. when that's just how far the effect on the item reach's so you could put light on a rock and drop it down a deep hole or throw it across a pit to see how far the wall opposite of you is. its literally a case of quantity over quality.
I mean, if you have a full caster that you're with all the time or you spend most of your time in combat then no, this won't be useful. As soon as that stopped being the case, I ended up needing Magical Tinkering to: - make a raw meat smell to distract animals - make a REALLY BAD smell to discourage animals - I didn't have torches (for scenario reasons) or the light spell, guess what gave me illumination and helped me survive a bunch of shadow hounds with sunlight sensitivity? - Leave a recorded message for a group of people that would show up at some unknown point in the next few weeks - Create schematics when I had nothing to write with - Make a cup smell like poison when I needed to fake my assassination - Toss a lit one down a dark hole so I could actually see how deep it was - Mark a location in the sand so I could find it later - Anonymously start a bar fight when I recorded something insulting on a coin and rolled it across the room - Make a cute gift for a sprite out of a ball bearing - Made the buckle on our tabaxi's backpack smell like catnip when she wouldn't stop pranking me - Camouflaged a bunch of tripwires (making them match color and pattern to what's behind them in one action? Yes) And yes, there are a bunch of cantrips that can do one or more of these things better. Well, guess how many cantrips I get until level Level 10? That's right, two. I will happily take an ability that has weaker versions of four different cantrips but doesn't actually use one of my two cantrip slots.
@@wolfyblackknight8321 The part that sucks is that you are limited by how many you can make. You can only have as many active at any point as your Intelligence Modifier. I think it would have been better if they changed to it to you can use it Proficiency Bonus x Per Day (PBxPD) and the items only lasted maybe a year or something. Long enough for them to mean something, but not so long as to where you can completely abuse them. Maybe a month instead of a year, though it would be funny to imagine a late game Artificer spending a month making the lights and then launching 180 mini lamps at someone
@@TheElectrikCow yeah I mean you can get half off crafting common and uncommon items at level 10 with a class feature I'd probably just give that to the players at level 5 or something since you don't get the higher tier stuff and your already limited between needing to pay the gold cost and downtime to craft items so its not like you could craft 180 mini table lamps in a day but you could probably make some decent utility items like a medieval zippo lighter or a flashlight stuff like that
"You're going to be the oddball of your party" that was my intention. Be an artificer gnome... no one plays artificers or gnomes... Our party is literally one third artificer gnomes 😑
This is my first time playing d&d. We are in our 6th session in a homebrew story. I'm an artificer gnome. I lvld up from 1 to 3 in one session. Any tips or (especially) tricks would be awesome.
@@tortture3519 _a_ is one of the suffixes for possessive pronoun in Russian, like _'s_ in English. _Автомат чей? Калашникова. Whose avtomat? Kalashnikova._
"Nearly everyone has dark vision!" Queue angry human noises and Volo's guide Tritons because, for some dumbass reason, an aquatic race from the plane of water that lives at the bottoms of oceans don't have dark vision.
WotC posted a semi-official statement a while back saying Tritons do have dark vision and it was basically an oversight. It’s just not in any of the official books, my DM and I agreed that they should have it regardless and one of my players that is also a Triton in the game I’m running was also given dark vision. I’m sure any reasonable DM would allow that.
Anyway dark vision only makes darkness dim light which is still disadvantage on perception so even people with darkvision should keep light sources on them
Hey, uh, I just wanted to point something out. Don’t know if anyone has said this yet, but... Spell-storing says “one item that you can use as a spall focus” because anything you make with Infuse item can be used as a spell casting focus. That’s right, you can give the rogue a bag of holding that lets them cast spider climb... Because they weren’t broken enough.
Not true unfortunately, not all magic items are also spellcasting focuses. Considering that this detail really doesn't make the effect weaker though I would just ignore it. And of course you can only make 1.
Had a Artificer that used a gun to cast his spells. The bullets had the components for spells in the casings. The "Gun" was a large revolver that looked super arcaney and magicy he also had a regular revolver to cast PAIN....he was fun.
Sanctuary: When I used this spell as my Kobold Artificer, it was literally a bottle of skunk spray so my friend would smell so bad that enemies would just not want to attack.
@Viktor Magnusson maybe it doesnt linger on the target very well making it so any complex motions for fighting is a enough to blow the smell off of them. OR the enemies actually have a reason to attack him if they are being attacked since not attacking the guy who attacked you is a bad idea even if hes stinky.
These darn young whippersnappers and their fancy gadgets and gizmos. Back in my days, you'd do magic by speaking words, thinking, or preparing a silly ritual, and it worked just fine!
@@kvalvag5934 Imagine if instead of subclasses to a main class, Each one was its own class that required another sourcebook. Also feats were everywhere but not as powerful.
*That one Artificer who turned a small wooden cube into his alarm clock singing "HELLO MY BABY HELLO MY HONEY HELLO MY RAGTIME GAAAAL~!" every morning to wake him & the party.*
I'm playing a warforged artificer fluffed as an Iron Giant style amnesiac robot, right now, and I'm using the magical tinkering to show people pictures from their "memory bank" on a playing card. It has proven useful.
3:58 I’ve found that magical tinkering can be useful when faced with magical darkness. It creates magical light, and it can’t be dispelled because it’s not a spell effect.
Fun fact: Artificers (EDIT: and Rune Knights) are the only class that gets tool expertise for tools other than Thieves Tools. Other fun fact, instruments count as a type of tool... As a 6th level Artificer, you can out bard the bard.
@@InquisitorThorn Yeah but they can’t roll higher than a 31 without help. Artificers can roll a 37 without help, and they can even learn Guidance sooo.
A subclass can do that too Rune Knight (if you get Fire Rune) But it is the only base class that can do it So in theory you could make a balanced party that has tool expertise for everyone
Sanctuary as an invention: You focus on defending a particular ally. When enemies go to attack them, you toss a flash bomb, fire cracker, or similar sensory overload device in that enemy's face. If they pass their wisdom save, they are able to ignore this device and continue their attack. Otherwise, they are temporarily startled long enough for the attack to be wasted. Alternatively, they may quickly look away to strike a different target.
I like this. You could also have a little drone that you're powering with magic fly around your buddy. While it's working, it's being confusing and distracting, but either requires power or direction, so if you stop focusing on fueling it with magic it dies midair. Or it's like one of those stupid toy helicopters where you blink and it crashes immediately.
Magically tinker stones into giving off ultra bright disorienting light and some other stones with deafening sound so your artificer can basically make flashbang grenades using level 1 ability
14:33 I would keep in mind that Tasha's cauldron says that spell storing item works on any item that YOU, the artificer can use as a spellcasting focus. This qualifies ALL tools your are proficient in, along with ALL your Artificer infusions. An armorer can make a budget cloak of stars with magic missle in their cloak of protection. An Artillerist can put scorching ray into their enhanced arcane focus. A battle smith can put warding bond into gauntlets of ogre power/belt of giant strength, and give them to their steel defender. It would essentially turns their steel pupper into a budget shield guardian! Another thing to keep in mind the Artificer has the ability to give spell storing items to their homunculus. This is an effective way to CAST MULTIPLE SPELLS AS A BONUS ACTION. Web, cure wounds, heat metal, magic missle, shatter, scorching ray, flaming sphere. A homunculus and a steel defender are both creatures, so they can both attune magic items. ARTIFICERS CAN BE BROKEN!... that is...if you're crafty enough.
My favorite part of Artificer is the flavor that the customization allows. For example, since you can use any artisan's tools as a spellcasting focus, I have a chef Artificer who imbues her food with spells and acts as the party mom making sure everyone is healthy and happy. And it's 100% RAW. That's just amazing.
Artificer is honestly my favorite class. I have never really played D&D, but reading about the artificer is mostly what got me super interested. I have so many character ideas of just artificers. A kobold studying magitech traps to protect his people. A guy who uploaded their mind into a warforged and seriously regrets it. An armorer whose "armor" is a transforming vehicle. I really wish I had the books so I could actually look at the stats and rules and abilities and stuff to see whether these actually make any sense.
I was thinking a warforged artificer created by a different, elderly human artificer to finish his works. Old guy knows he'll die eventually and wants his works to be finished even after he dies.
*Rest of the Party:* Setting up traps against an oncoming mansion raid. *My dumbass:* Uses magical tinkering to record the words, *"I can smell you"* at every entry point.
lol, create lures for traps with it, you need them in a location for a trap to work? make a rustling sound they will investigate. need them to hit a pressure plate? make an image of you flipping them off appear on it.
A friend of mine used it to distract some gardeners by making their plants smell putrid. They were scrambling to figure out why. It gave the rogue long enough to pick the lock.
To be fair, my first Artificer character used Magical Tinkering to make a rock glow after a child -- whose older brother had gotten lost in a spirit forest -- gave it to me and said it would bring me good luck in finding him. He was so touched (and totally unaware that it was me) that the DM gave me inspiration for making the child believe he had given me the magical power to find his brother. Which, of course, we did.
-Choose Dwarf -Pick Artificer -Spec into the Artillerist or Battle Smith subclass -Time to *ROCK AND STONE* Extra steps -Have the name Karl -Become a barbarian -Die by sacrificing yourself as your allies escape the BBEG
I should not have known this. You can make an entire soundboard of random stuff and actually have a way for it to play out in game! This is not a power is should ever have.
Fun fact: the DMG has an EXPLOSIVES section on page 268. So if gunpowder exists in your game, you can do the following: 1 horn of gunpowder weighs 2 pounds. That means 2 of them are about 4 pounds. And a vial of Alchemist's Fire is one pound. If you tie all three items together, the whole kit-and-kaboodle will weigh 5 pounds, which is JUST within the weight limit for a (Catapult) spell. If my math is right (and it usually is), this'll result in 3d8 bludgeoning from the (Catapult) spell, 1d4 fire from the Alchemist's Fire, and 6d6 fire from the exploding gunpowder. AVERAGE DAMAGE: 37 THAT'S MORE DAMAGE THAN A FIREBALL, AND ONLY COSTS A 1ST LEVEL SPELL SLOT . . . (Catapult) even has a Dex save attatched. I have hereby dubbed this invention "The Catapult Bomb." My Artificer in Tomb of Annihilation has 30 of these in a Bag Of Holding (Alchemist's Fire and Gunpowder stored SEPARATELY) , and my DM lets me do this is because "Only an Artificer can come up with this sort of nonsense!" EDIT: Got the weight for the gunpowder wrong, not sure how that happened. Fixed it. This changes the recipe, so for a 2nd-level casting, 1 vial of Alchemist's Fire and 4 powder horns will weigh 9 pounds, doing 4d8 bludgeoning + 1d4 Fire + 12d6 Fire. AVERAGE DAMAGE: 62.5
From what I can find, looks like a horn of Gunpowder is 2 pounds and a flask of Alchemist's Fire is only 1 pound. So, for a 2nd level spell slot, you can do 2 Alchemist's Fire and 4 Horns of Gunpowder for 12d6 from the Gunpowder, 2d4 from the Alchemist's Fire, and 4d8 from the Catapult spell, an average of 65 DAMAGE. Or, if you wanna do more damage over time, just do a half-recipe for 6d6+1d4+3d8 from a first-level Catapult Spell for an average of 37 damage from a simple level 1 cast.
Lol love it. My wizard is secretly making an emergency weapon by buying up all the acid vials he can afford without the party noticing and putting them in a bag. By 17th level I can catapult a bag of 45 acid vials for 90d6 acid damage
You could possibly clear a small room with the smell tinker by making a room smell like a toxic gas or smoke scaring the enemies giving you and advantage
Fun fact. The Battle Smith can use intelligence for magic weapons. Use magical tinkering to make your longsword magical and you don't have to use an Infusion.
The thing about artificers, you’re supposed to be make more magic items than just your infusions. The explanation of the class says so itself, i don’t remember the exact quote but it was something along the lines of “your artificer thrives through their inventions, so work with the DM to create things beyond what is listed in any source book” The infusions are basically just quick magical abilities you are able to use. You could use your smith’s tools to create a little knife that shoots knives, you could use your tinkers tools to make a land vehicle faster, or to make it hover, there’s so much you can do beyond infusions
One of my players used the magical tinkering really well in a horror game by throwing them. Since it was magically dark he was able to throw it to see things ahead of him. He also used it to make the sounds of a crying child to lure the monster
3:33 Okay, since we’re still doing this, sovereign glue is one of the best items in the game, only nerfed (purposefully mind you) by the fact that it’s in the legendary item table. If this was common or uncommon, I am certain that you’d have many more ideas on how to use it. BUT! Since it’s legendary, it’s out shined by the fact you’re above level 16 for once. Sovereign glue is a substance that’s sticky and once it hardens it is indestructible by any means other than universal solvent and wish. It’s not just that it’s magic glue that can fuse anything together, it’s also the universe’s most effective cement, and it’s as lightweight as, yknow, fucking glue. Mix it with sand (adamantine dust if you’re rich) to create the actual ultimate cement, coat anything and everything in it that you want to be indestructible, glue enemies to the floor by throwing it on them, create extremely long ropes by fusing the ends together. This item was relatively cheap and common in 3rd edition and because of that everyone quickly realized it was the next best thing since LAMP OIL. I’m amazed by the fact people struggle to think of how to use this item in 5th edition play.
For the magical tinkering: I once evaded a whole army of evil guards by throwing a rock that played a constant foot steps noise that quieter down that made the believe we ran the opposite direction, or I blinded a wizard by making his glasses start shining bright light. It was p fun
@@dreadstar-22 What are you talking about? it doesn't mean that the soldiers that heard the footsteps would just ignore those and not tell theirwhole squad and touching the glasses isn't something impossible too.
Magical tinkering: I've used it to make the sound of footsteps to misdirect enemies I've used light to make an npc think that there spoon was possesed I've used the picture (like blood) and the sound (like a dire wolf howling) and the smell (like damp fur) while lieing on the ground to trick a platoon of gaurds into thinking that there was a pack of wolves near so should run. So if used correctly it can be very powerful
My Kenku Artificer carries a simple metal tablet around explicitly for MT so that they can inscribe words they don't have the vocabulary to voice themselves. More durable than a notebook, and you never run out of pages! It's also been handy for showing blueprints and plans of attack to other party members. EDIT: Also, the part of the rules which specifies you (The Artificer) has to be the one to record the 6 second message? Turns out, you can mesh that just fine with a Kenku's Mimicry trait, use your target's voice whilst making the recording, bing bang boom, instant blackmail/proof of guilt. Also also, Tinkering with some simple cheap pewter broaches gave my entire team independent magical light sources which left their hands free and could be easily concealed for ambush purposes.
I used simple stones to make light and screams and then thrown them in a room to confuse and distract enemies, or lure them into a trap where my Dragonborn Artificer could use Fire Breath to start the fight
@@glass7923 yes he was eating cerial and I touched his spoon and it glowed and he panicked. He promised to tell us the information if we removed the demon
I played a gnome artillerist. In my opinion, artificers are the most fun as you gain levels, especially when you hit level 10 and just make more and more magic items for you and your party, or breaking the game with spell storing item.
I will never forget when I made an artificer who was a Warforged. It was so broken. I was untouchable. But I also was able to talk my DM Into letting me take two subclasses but I had to inflict myself with some kind of madness as a damper. Ghost in the machine type situation. It was so much fun!
Heck, it would definitely work as a distraction. Throw it at your target and when it starts creating a stench or noise, most people are going to freak right the heck out. Especially if they're Kobolds and a rock just suddenly starts roaring like a dragon.
@@tylermohr25 mimic the smell of carrion to draw away dogs or other animals. Have it make an uncommon sound or something attention grabbing like a coin purse being dropped. You can do a lot with it.
Just gonna say on the infusions thing, the whole switching them over a long rest: While kinda annoying, that's the same way cleric/druid spells work. You get access to a larger list than you can have per day, and you pick new ones after each long rest. I think it just feels worse because there's a lower number of them, so it feels more limiting than the spell preparation thing does
One of the other players in my current campaign is an artificer, and our job was to break into our employer's mansion to steal a cult artifact from him and we didn't know where the place was on the island. Our artificer made a glowing crate of glowing milk for his second in command to deliver to his residence so it would be easier for my character (swashbuckler rogue/ scout fighter with invisibility as a racial ability) to track him in the night and plan a route. We were the milkmen and our milk was delicious
One of my favourite things about artificers is that you can chose how much "technology" you are using, and how much "magical items" you are using, depending on the settings, you preference, and your DM's preference. Also, magical tinkering ain't that useless. You can take a random rock, make it glow, and throw it at the enemies while shouting "GRANDE!!"
Or have it unleashing a noxious odor. Plus I always take up to 10 feet away to mean radius, so if you throw it into a group of people you are going to get more than a single person.
I have a tendency to make random rocks look like dynamite sticks or any kind of explosives really. Just watch everyone run for cover, rinse, repeat, and then throw a real explosive when they stop running from the fake ones
@@LupineShadowOmega What I like to do is get a bunch of ball bearings and cast the odor on maybe two or three of the bearings and then throw the whole bunch at enemies so that way they cant just pick it up and toss it back or away from them, good luck finding which one smells lmao
Creative use for the 6 second message: use it to record the verbal part of a spell. Then if gagged or otherwise incapacitated verbally, yu can still cast the spell
That’s... that’s actually really good. I imagine my artificer walking into a room, inhaling, getting a hand slapped across their mouth and then they just slap their jacket and it says the component. Glorious
My best guess for sanctuary is that it’s like the nyart from stibbles codex but less small. It’s like a little camera thing that makes a little illusion surrounding the individual which makes people not want to fight them. The wisdom save in this case is kind of noticing that it’s an illusion/finding the camera thingy.
@@darienb1127 If you're in like, Faerun, there are Artificers. They mention them and where they're trained, it just slips my mind what isle they're trained on. If it's a homebrew world, then yeah, DM fiat. And I guess if you're not, DM fiat still exists, but when they're literally stated to be a thing and the DM still says no, then that just seems unnecessarily mean. But that's just my 2 cents on the matter
@@the_rose_garden01 counterpoint. Artificers are very much a class made for setting like Ebberon. Yes there are ways that they appear in other offical settings, but they kind of feel like they had to shoehorn them into the old less technical settings, which can cause problems. Should you be allowed to play it? Yes. But it makes sense if the DM does not want it
I used a magical tinkering that was pretty hilarious. I used the sound effect and every time someone touches the artifact it would say “AHHHHH DON’T TOUCH MEEEE.”
My battle smith has little robot bees for some spells and sanctuary is a few of them buzzing around the recipient - if the person is targeted, the bees fly around in the face of the attacker, distracting them and hopefully making them lose that attack from the distracting bees! :D
Well how he says it is right... sorta... Words have multiple ways to pronounce it. So as long as you understand what they are saying they are technically right... Words are weird
Niarbeht Well you, yourself prove he is right with your wording “Common American Pronunciation”. There are more ways of saying a word then how most Americans pronounce it and all of them are right. He wasn’t being lazy, you were just being judgmental.
Artificer perfectly fits into Forgotten Realms, too. Lantan was an entire nation built on science and technology and some of Faerun's most powerful empires ever relied heavily on artifice.
Something good that I brought up to my DM that really helped with the whole "juggling Infusions" issue was the *actual* magic item crafting rules in Xanathar's. If you can think of an item that could consistently help a party member, like boots of striding and springing for your rogue, you can just crank it out between adventures with a bit of elbow grease. Which reminds me that downtime activities and downtime in general is vastly underdone at most tables. I also used it to give our bard tear-away pants in the form of cast-off armor, but that's neither here nor there.
My thing for the artificer's creative spellcasting flavor is to link it to alchemy or robotics if you can, but if you can't, pretend it's a proto-magic item. Like sanctuary is like you threw down glyphs on a necklace or something.
Hey, an extra 1d8 to damage makes it so that your essentially “up casting” your spells. So your level 1 offensive spell that does 2d8 is “being cast as 3rd level” with 3d8. As a half caster it’s pretty bonkers.
It just sucks with things like Scorching Ray because you can only add the damage to one hit. Pretty good with cantrips and AoE though. I will say the shift from +7 to hit, 1d8 damage Ray of Frost at level 4 to +9 to hit (enhanced arcane focus on the firearm as well), 3d8 damage at level 5 just feels bonkers when you hit it.
@@tekred2828 at third level you choose The subclass artilerist and at level 5 your subclass feature "arcane firearm" allows you to apply 1d8 to spells damage IF you use the arcane firearm as a focus to cast spells. At level 5 your fire Bolt = 2D10 + 1D8
6:03 with sanctuary, I portrayed it as foresight goggles and you physically dodge the melee attack, and as they attack they either miss, or their weapon hits someone else.
I just wanted to say that I've been depressed for... 20 or so years now, and your ASI song made me laugh and smile and brightened my day. Thank you. Liked and subscribed.
The artificer gives me the same vibes as the monk or the fighter. Less of simple and more of a blank canvas for you to make your artificer unique like how monks can be ninjas or mma and how fighters can be samurai or magic users
Yeah. I'm excited to start playing an Artillerist who uses calligraphy rather than tinkering tools. Cure wounds will just be a get well soon card. Cast fireball by writing the phrase "this is not a pipebomb" on a paper airplane or something and yeeting it at the enemy
I wanted to make a Mousefolk artificer obsessed with aviation and birds. Much of his inventions will involve flight somehow. His ultimate goal is to make a nonmagical Da Vinci-style ornithopter.
I dont agree with the whole "its in the eberron book so its only in that setting" the DM can say its not in the game but all its abilites are stuff in basic dnd. Alchemist, there are dozens of potions in dnd so not allowing this subclass is saying potions dont exist. Artillerist, this one creates magical turrets which non of them are super high tech, one shots fire, one is a medival ballista, and the next is just a thing that uses abjuration magic the wand mechanic is just magic nothing futureistic. Battle Smith, they have a construct companion so if constucts like modrones or golems exist in the world I have no idea why people dont allow this subclass. Damn thats a lot of likes, thank guys
I'm currently playing a Battle Smith in our medieval campaign and we just flavor it as he's an enchanter (the infusions). Basically in world he's a wizard who focused more on how magic worked and how to apply it to items instead of learning a large number of known spells. His iron defender is just a golem made of smithing metal. Remove all the suggested flavor from Ebberon and they're just your basic caster class.
@@leahbeah1585 Im not argueing against Jacob just saying for DM's that scroll down and making a post that people may be able to relate to or to use this to change a DM's mind.
My friends and I are currently making a very experimental campaign where we rotate who is dming each campaign. Our party has a magic ship that allows us to travel between planes. I'm playing an artificer that is in charge of maintaining the ship. He also attaches a canon onto it, since he is an artillerist.
I mean, artificer is supposed to be an intelligence spell caster which imbues objects using magic so you don't have to come up with a technical explanation for everything as long as it's a passable spell
Ok the song written specifically for this video is one of the reasons I subscribe lol. This is the kind original creativity we need more of everywhere else!
Currently playing an artificer in one of my friend's campaigns and I have actually found many scenarios in which magical tinkering can be useful. There was a point where the party had been split up so to let the other party members know where we were I left a recorded 6 sec message to let them know where we had gone. Many times we found ourselves in cave systems (since magic is illegal on the surface world so all magic users retreated underground). The light making ability was SUPER useful here. Magical tinkering can be useful. Ya just gotta be creative and find the right situation for it. XD
Every time I hear Jacob sing, I cry a little on the inside because there's still no album No joke, I would buy an XP to level 3 album the moment if I had my own credit card
Rui Kirisame, go to the bank and open a checking account. They'll give this thing called a Debit Card that basically works just a Credit Card except that it's safer, if your intelligent with your money.
@@ryavix For online purchases it's much safer to use a credit card, because it's easier to cancel and the disputation process is much simpler, and they're often easier to unlock and relock
@@ryavix that's just straight up not true. credit cards are miles safer to use, because they're actually covered by the bank if your number gets skimmed. if your debit gets nabbed, either through a vending machine or an online purchase of some sort, that damage is not covered - you just lose money.
Why did this tern from someone talking about Jacobs masterpieces of songs, to an argument about which is better, credit or debit. Also we use platinum pieces for goods of that value.
1st ability Light: attached it to a shield to have both protection in the dark and you can also blind the enemy if they decide to melee you Record: do this to save up ink and paper Make sounds/smells: you can literally hide your presence from the enemy with any sound and also attract them or scare them your choice Produce an image or words: combine it with "record" and a bird you get yourself a drone
Magic tinkering is one of the funniest abilities in the game! Just some examples from several sessions of lvl 3 artificier: - During the fight with a bunch of Ankhegs my artificier created vanilla and orange-smelling stick to distract insects in particular battlefield area near npc and wounded tank. So, Ankhegs got disadvantage on attacks in this area if they fail wisdom check. - In the airship chase scene, he enhanced steerwheel with police siren-like sound. So, in tough traffic some ships made space and we did not crash into anything). - During an attempt to steal some id's or uniform of quarantine police he recorded cough and sneezeing sounds on a stick, attached to the nearby street corner to achieve distraction and buy some time for the party. Really looking forward to some new situations where MT will come in handy)
If you get to level 20 and use the optional rules for advancement past 20 you can get an intelegence modifier of +10, aka can use the message maker 10 times, 10 pages
Magical tinkering is so useful! My current artificer has literally started a photohgraph collection of magical tinkering photographs by tracing the image with calligraphy tools to save them
Sanctuary: A little hologram device that projects an image of the attackers loved ones onto the target, causing them to hesitate and occasionally lose focus on the attack all together.
I see infusions per day as the amount you can create per day. It makes literally no sense that an all mighty 20th level artificer can have 4 rinky dink infusions up when you’re literally killing titans and gods. So I let my players have all 4 up and they have an awesome time. The way I balance it, making monsters that are resistant to bludgeoning, piercing and slashing from infused items and giving them a good explanation as to why (there was an artificer bbeg for that leg of the game)
They should have made a secondary resource, like sorcery points (so you can 'weave' your magic items) Like you can just "grab" the magic from an item you've created and infuse another item with the residue magic for x amount of points based on their level (or spell slots) as you need to activate the new item and then remake a new effect on the fly and as you level up you can have Int Modifier + level/4(min 1) as the total amount of infusions you can have. So at level 1 you'll have between 1-6 (depending if you roll 18 or not and use a gnome) and then at level 20, you're have 10-12 infusions active at once (since you can get that int book that boost your int beyond 20) and can swap a lot of them around on the fly.
@@TheRedAzuki Honestly if infusions just costed spell slots they would be great. Equivalent of sorcery points would also be great just make the better ones cost more.
There should also be a way of making permanent magic items. Maybe not permanent buffs, but items like bag of holding, sending stones, etc. requiring a lot of money and materials and maybe a intelligence check with the dc based on the level of the item.
Best use I ever found for magical tinkering: used two uses of it to enhance a pair of wooden toy swords make a metallic clang sounds when they hit each other, which the local kiddos thought were pretty cool. I also used it on my steel defender to replicate an air horn sound effect as flavor for their distraction ability.
3:27 ok, I'm an arcane trickster rogue / Artificer multiclass. My Magical Tinkering is applied to my arrows and can be used for all kinds of distractions. 320 feet on my shortbow makes it so these things are really effective. Fire a Stink bomb arrow into a crowd or near a guard to make them disperse. Fire a Howler arrow away from you to make the sound of a screaming baby (the book says Non-verbal, not non-vocal. No words, just incoherent screams and wails) to draw people into a trap. Fire a projector arrow near an ally to act as a long range message spell and if you know multiple languages, it can be used to send encoded messages. Fire a light arrow down a hallway or a pit for the same effect as dropping a couple glow sticks down a pit in a movie. It can even have combat effectiveness. Stink arrows can allow the party a surprise round or provide disadvantage to the enemy. Howlers can be used to help the entire party disengage by distracting or frightening an enemy. Light arrows can be used as an intimidation tactic to end a combat early (it's all fun and games until you turn one of your enemies into a jack o lantern in front of their friends). Is it a game breaking thing? No, of course not. But it's a lvl 1 ability. It's not supposed to be.
Love it! I am playing the same thing and thinking about multiclassing into artificer but was wondering how I could use the artificers ability’s with my bow. You have finalized my decision using pure creativity. Isn’t D&D amazing 😂
I've been wanting to play a PI rogue for a while, and this seems amazing to combine with it. And also just well done on giving use to a shortbow, literally never seen a rogue use a ranged weapon that wasn't a thrown dagger or crossbow.
Been running Icewind dale with two artificiers and honestly, that level 1 ability has come in handy a lot. Especially the 6 second message (they basically recorded a criminal’s confession) and the image (they effectively took a snap-shot of a thing they needed to read, but were in the middle of running away for their lives at the same time)
Spell-Storing Item weapon limitation workaround: It says "or one item that *you* can use as a spellcasting focus". Hence, if you multiclass to Paladin or Cleric you would be able to use the symbol of your god (in an emblem) as a spellcasting focus. Since it only has to be visible, you could make a logo for your creations (a logo which contained the symbol of your god) and that would make you able to place a spell on any of those items with the logo.
I hate how people say that “the Artificer can ruin or break the flavor of a campaign because their about technology” The Artificer is about magic items, you can reflector ALL of the artificer stuff to just be mundane objects imbued with magic. In my campaign I made my Steel Defender a puppet brought to life by magic. You could make the steel defender a prototype/lesser golem, a suit of armor being manipulated by magic, a collection of forks for Christ sakes but it doesn’t have to be a robot. The turret could be a book, orb, puppet, doll, mask, helmet, skull, or a hand. The class is all about flavor. If the techo based stuff doesn’t work just change it.