Talk:Artificer, Variant (5e Class)
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Any questions or concerns? I would love any kind of feedback.
Healers kit[edit]
Doesnt seem to be something that benefits from any sort of proficiency unlike other tools, and medicine is already a base skill
Errors[edit]
Please report typos, functional or mechanics errors here
Minor things... In the Main Section, you list that all Artificers gain access to the Mending and Prestidigitation cantrips, then in the Autonomous Engineer section, you list (again) that they gain access to the Mending cantrip. --Guildsbounty (talk) 14:21, 5 July 2016 (MDT)
Problems[edit]
You don't make mention of how to know how many maximum number of infusions you can make. --Snazzysnotch (talk) 02:21, 21 November 2021 (MDT)
Questions[edit]
Questions about the intent of the classes abilities.
The Infusion doc specifies that automatons go away whenever an Artificer's infusion pool resets (long rest), am I correct in assuming that this means every morning an Autonomous Engineer is left extremely vulnerable until he can spend an hour or so rebuilding his golem army?--Guildsbounty (talk) 14:05, 5 July 2016 (MDT)
- Yes, unless they use enduring enchantment, (and it may take more or less than an hour depending upon the golem).--Modnar (talk) 05:25, 6 July 2016 (MDT)
And another spot that is a bit unclear. Down in the Autonomous Engineer section, there are two statements that seem contradictory...
- At 3rd Level you may have up to ½ your Artificer Level worth of Constructs operative under your control - (though you may never have more than your Charisma Bonus in number active at one time.
and
- At 11th level, you can sync with multiple Automatons at one time (Each takes 1 attunement slot, but you may never have more than your Charisma Ability Modifier)
The two together are pretty unclear. The first implies you can have Level/2 constructs assembled at once, though only [CHA] may be active at once. The second implies you can only have one construct at a time until level 11, upon which you can use Attunement slots to connect to more of them, as long as Count <= [CHA]. Which is the correct interpretation of how many Automata an Engineer can have at once?--Guildsbounty (talk) 09:42, 25 July 2016 (MDT)
- Both. They may only have 1/2 (round up) the number of Automatons built at one time, (at 11th level that is 6) at that time, they may only themselves sync with up to 3, the remainder will need to be "inactive" - effectively stored, and motionless, or being controlled by other (non) player characters. If they had a 16 Charisma they would be able to control 3 at a time. With a 12 charisma, they will only be able to control one at a time. With a 20+ Charisma they will have control of 3 (perhaps 4 if they receive the additional attunement slot) but not the higher number of 5. That limit is the lower of the Charisma or 1/2 the level. To prevent minionmancy.
- So to restate. You can create a number of constructs, however that doesn't mean they are active. They remain in a torpor like state until the Artificier has the ability to use them. This means an 6th level Artificer with a 12 Charisma can have 3 constructs ready, but may only control one at atime. Ie they can be controlling a sentry Arbalaster when they are camping, and then put it innactive. The Artificer can move to a Shadesteel for a combat scenario with some stealth, and then have the third available for a backup or to assign to another character for them to use during that timeframe.
So, just to make sure I have this absolutely clear... A Level 10 or lower Artificer may NEVER have more than one construct 'Active' at a time, though they can have 1/2 their level worth of constructs assembled, able to switch between them relatively easily (assuming they brought them along). As of level 11, they may now have more than one Construct Active at once, limited by the lesser number between their free attunement slots or their Cha modifier. Is that right? If so, I suppose as a follow-up question: Does the first construct they sync to consume an attunement slot as well? I see it clearly laid out that your Minion eats an attunement slot, so I assume the answer is 'yes' --Guildsbounty (talk)
- Again, as Modnar has stated above, no. A High, High level Charisma character would be able to control multiple ones at the same time. As previously stated.
- They may only have 1/2 level (round up) the number of Automatons built at one time, (at 11th level that is 6) at that time, they may only themselves sync with up to 3, the remainder will need to be "inactive" - effectively stored, and motionless, or being controlled by other creatures (PC or NPC). If they had a 16 Charisma they would be able to control 3 at a time. With a 12 charisma, they will only be able to control one at a time. With a 20+ Charisma they will have control of 3 (perhaps 4 if they've receive the additional attunement slot) but not the higher number of 5. That limit is the lower of the Charisma or 1/2 the level.
- Again, as Modnar has stated above, no. A High, High level Charisma character would be able to control multiple ones at the same time. As previously stated.
So in the section about Schema, it says
- You start with 2 + Intelligence ability modifier spell slot levels of schemas in your schema book.
but later under spellcasting abilities, it's stated that Artificers don't have spell slots. So to clarify, if a character's Intelligence is 18, they would start with 6 Schema in their book, the schema being of no higher level spell than level 2 (1st level proficiency)? Because the mention of spell slots makes it sound like this hypothetical character can only ever create six infusions a day. Ever. For all 20 levels. --Murder elementals (talk) 22:13, 2 November 2016 (MDT)
Noticed something with the Arcane Schemas. In the block on them it specifies that "All schemas must be of a level no greater than your Proficiency bonus." I assume this applies only at character creation? Otherwise an Artificer would cap out at L6 spells, and be unable to use a bunch of the Infusions in the document that call for 7th, 8th, or 9th level spells. But, beyond that...is there any limiting factor on what level Schemas they can know at any point? Or if a 4rd level Artificer (with 18 Int) saw someone cast Meteor Swarm and rolled really well on their Arcana...would they then be able to expend 9 of their Infusion Points for the day to create a Master's Wand of Meteor Swarm?--Guildsbounty (talk) 13:29, 23 January 2017 (MST)
And another question...mostly a curiosity. For most levels, the Artificer gains 4 more Infusion points...but on a few occasions, they only gain 2, and at 9th level they gain 6. Is this intended to balance with other class features, or is there some other reason?--Guildsbounty (talk) 14:33, 10 February 2017 (MST)
Had a couple of questions. First under the alchemist is says: "At 1st level you are able to spend a bonus action to two of the following Infusions that you know, (Some infusions listed), for no infusion cost. The Unstable Consumable created degrade into uselessness at end of your turn. I was hoping you could clarify that for me. Is it a bonus to make it and an action to use it or just a bonus? Also is it using materials, is it being made on the fly for no infusion etc. Just a lot to clear up there I was kind of confused. Second, under the 2nd level minion skill it lists Clockwork Helper, Agent, and Iron Grappler. However, I can't seem to find anything about these anywhere. Any help would be great, thanks. --Brandic (talk) 13:27, 1 March 2018 (MST)
- Thank you for noticing that. The idea is that you can take a bonus action to make a consumable that will degrade at the end of your turn. Administering the consumable - either to an ally (healing) or by throwing attacking it- as an action. (effectively making it a crappy cantrip).
- I've edited the article to make it hopefully more clear.
- At 1st level you may choose two from the following Infusions if you know them: Acid, Alchemist's Fire, Alchemist's Frost, Holy Water, Holywrath Stone, ICB, Poison, Sympathetic Balm, Phosphorus Stick, Tanglefoot Bag, Thunderstone, or Universal Antidote, for no infusion cost. You are able to spend a bonus action to craft an unstable consumable. The Unstable Consumable created degrade into uselessness at end of your turn. The Unstable Consumable may be generated as powerful as if you had spent two points at 6th level, and as powerful as if four point at 14th level.
- The minons are part of the article - but were apparently commented out.
Concerns[edit]
List of feelings and power concerns.
Artificer could fall into one of two major archetypes.
- The Enchanter, and the
- Golem-maker.
An enchanter uses their infusion points mainly to imbue mundane items with temporary magical powers.
Golem-makers create and maintain golems (only one combat golem, but as they grow in power they can augment the golem in increasingly powerful ways. Possibly they can trade having one really powerful golem for multiple weaker ones later on.)
Things all Artificers can do:
- Create a small, helpful little golem assistant. The creation is not designed for combat, and can't actually hurt anyone in a fight, but it is unflinchingly loyal to it's master, immune to spells that effect organic creatures/mind-effecting abilities, and is clever enough to perform complicated tasks. At higher levels this servant gains a fly speed.
Golem-makers gain the following: A golem Companion (their main golem), who is armed and equipped for combat. *DONE (SORT OF)* They can spend infusion points to imbue some of the properties an Enchanter would put on an item into their golem for that day. (No concentration require to activate, meaning a golem blow through it's charges and be using Haste, Flight, and Invisibility at the same time!) *DONE*
Can spend infusion points to heal their golem. *DONE*
Can create a few smaller specialty golems for specific tasks (cleaning, scouting, injecting potions/poisons into creatures). *DONE*
- Fix broken/damaged things by spending infusion points. 1 point per 5ft. square area of the thing being fixed. --Modnar (talk) 08:50, 29 January 2016 (MST)
- Minions will preform the feature, they don't really deal damage, but of the three options, the most "offensive" does restraining attacks, the others are able to do 1d2(ish) damage.--Modnar (talk) 08:50, 29 January 2016 (MST)
there's one thing i have noticed about the battlesmith archetype, that if they chose proficiency with shields they have two shields proficiencies
FAQ[edit]
Thank You[edit]
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