The 2024 Artificer With Will! (D&D Shorts)

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d4: D&D Deep Dive

d4: D&D Deep Dive

Күн бұрын

Пікірлер: 522
@damianjaviervediamcmahon7149
@damianjaviervediamcmahon7149 2 күн бұрын
"What do Rangers get at Lvl. 11?" "Oh.. they get kicked in the nuts!" Will, you absolute savage!
@waitthatsillegal.7552
@waitthatsillegal.7552 Күн бұрын
Paladin: I deal extra radiant damage! Fighter: I can attack three times! Wizard: I can cast a 6th level spell! Ranger: AAARRGGGHHH! UHHHH! DANG IT! *crawls on the floor*
@DnDShorts
@DnDShorts 2 күн бұрын
Artificer? I hardly know her!
@jadude378
@jadude378 2 күн бұрын
got em!
@sid1925
@sid1925 2 күн бұрын
Comedic genius
@DnDDeepDive
@DnDDeepDive 2 күн бұрын
lol - always a delight, my friend. You are a national treasure! In the US, at least. In England? Jury's still out.
@chrisg8989
@chrisg8989 2 күн бұрын
Artificer? Damn near k!lled her!
@hamsmcham3238
@hamsmcham3238 2 күн бұрын
You guys are so funny. If you are ever in Tokyo, drinks on me 😉
@matthewmiller1847
@matthewmiller1847 2 күн бұрын
Not sure if anyone caught yhia yet (havenr finished the video) but around the 45 minute mark you were discussing if the subclass spells were counted as artificer spells, yes they do. Under spellcasting it has this text: "If another Artificer feature gives you spells that you always have prepared, those don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Artificer spells for you"
@Dmaster2k
@Dmaster2k 2 күн бұрын
1:20:15 All artificer spells have a material component, even if they don't normally have them because of the 'Tools Required' part in their spell casting feature.
@Elkay_J
@Elkay_J Күн бұрын
I think the issue Colby is bringing up is with multiclassing. It will apply to all artificer spells. But if you multiclass, then you have to start paying attention to which spells have material components
@DnDDeepDive
@DnDDeepDive Күн бұрын
@@Dmaster2k truth!
@galiard196
@galiard196 2 күн бұрын
Something else you guys missed is at level 9 for the Armorer, Armor Replication (formerly known as Armor Modifications) only gives you ONE extra "infusion" when it used to give you TWO which had to only be used on your armor. You also know less "infusion" options over the course of your Artificer career than you used to, 4 less in fact!
@googloocraft12
@googloocraft12 2 күн бұрын
Yeah this really suck. With the new enspelled item it would have made a perfect fit for the known magic items you don’t always uses.
@joshuadadad5414
@joshuadadad5414 2 күн бұрын
Nice pickup. Especially sucks as armorer is clearly weaker than other subclasses
@frankiepineda9
@frankiepineda9 2 күн бұрын
@@joshuadadad5414just curious, why do you say armorer is weakest? This point above is def a nerf which sucks, but the new armor model seems super strong! And imo alchemist seems pretty weak to me
@areithco
@areithco 2 күн бұрын
If you are using D&D beyond to make your character, epic booms become available when the character level is 19. I was using that as my argument to give all 19th level players an epic boon.
@galiard196
@galiard196 2 күн бұрын
@@frankiepineda9 I think they could be meaning in terms of damage. Armorer doesn't seem to scale quite as nicely as other subclasses. Guardian going for a d8 to a d10 while Infiltrator gets to go from 1d6 to 2d6 is depressing on its own, and 2d6 isn't even impressive damage. I personally also think giving the special weapons of the armor a weapon mastery you automatically know would have been really neat, but they do already have a special property of their own so maybe not necessary
@shfhthgh
@shfhthgh 2 күн бұрын
46:01 It says at the end of the spellcasting section “If another Artificer feature gives you spells that you always have prepared, those don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Artificer spells for you.”
@m.r.r.2636
@m.r.r.2636 2 күн бұрын
Came to comment this.
@AwesomeWookiee
@AwesomeWookiee 2 күн бұрын
Drain Magic Item worls REALLY well with a Spell Refuelling Ring. Use your Ring once a day, then melt it down for extra value.
@abcrasshadow9341
@abcrasshadow9341 2 күн бұрын
Bow tou are thinking with portals
@20storiesunder
@20storiesunder 2 күн бұрын
Love this - it's so specificaly artificer
@PhalanxRises
@PhalanxRises 2 күн бұрын
One thing you guys missed for the Guardian armor is the Defensive Field feature that gives you temp HP as a BA - before it was PB/LR, now you can only activate it when you're below half health BUT there's no more usage limitations! So in a difficult or long/grindy combat, once you get below half HP you can use your BA to replenish that temp HP every turn, gaining a lot more survivability. It's not the most gamechanging thing, but I thought it was pretty neat!
@googloocraft12
@googloocraft12 2 күн бұрын
The problem is that the protector canon of the Artillerist is just over shadowing this feature. This feature probably needs a buff
@jacksons9546
@jacksons9546 2 күн бұрын
Yeah I think it’s a really pitiful amount of THP. Notable at lvl 3, MAYBE lvl 4. After that it’s a joke, how often is 7 THP really saving you from a monster when you’re already bloodied at level 7? Comparing it to bonus action lay on hands is v funny but even just the same class’ protector cannon! Still super happy with the direction so far
@AwesomeWookiee
@AwesomeWookiee 2 күн бұрын
I think it's really cool, like you're blocking attacks preemptively.
@davidsoyele7829
@davidsoyele7829 2 күн бұрын
I’d prefer it if it was unlimited uses whilst you are below your max hp. Having to wait until you are at half health I think: A: might take too long because you’re probably one of the tankless members of the team. B: you might just get like two shot anyway.
@Aurora_Lightbringer
@Aurora_Lightbringer 2 күн бұрын
Well, 1 hp is technically the difference between dying and not dying​. It's not amazing as it's situational that you will be in that specific position where it's the difference between life and death though, but it is still useful. @@jacksons9546
@xiongray
@xiongray 2 күн бұрын
Artificer should gain Extra Attack. This would grant Battle Smith & Armorer a new subclass feature while simultaneously, granting Alchemist & Artillerist a fallback plan.
@asilva4956
@asilva4956 2 күн бұрын
Yeah it's the only half caster to not have Extra Attack or Weapon Mastery.
@roronoa1243
@roronoa1243 2 күн бұрын
This version of the artificer gets pretty powerful at level 10 (hello elemental gems that let you summon a CR 5 creature once a day for an hour), gets a big boost at level 11 from their spell storing item, then another large spike at level 14 from the creation of rare magic items. However, my big problem is... what are you doing throughout the entirety of tier 1 and 2 of play? The martial artificers don't get weapon masteries so you have to take a fighter dip which delays your extra attack, spellcasting progression, and you have the MAD problem if you want to use a heavy weapon to deal good damage. The armorer doesn't even GET heavy weapons so you don't generate enough threat to take advantage of an artificer's defensive specialty unless you use the guardian model. You can't really do good blasting as an artillerist against single targets as a half-caster even with the enspelled weapon/homunculus servant cheese until level 10, and alchemist STILL just doesn't do enough still despite its revisions. Even saying that artificers "get strong" at level 10 is a bit disingenuous because it relies on a strategy that is both unintuitive and can be viewed as cheesy by many GMs, that being to summon a lot of creatures and pass your magic items off onto them so they can attune to them and use them in your stead. Doing that with a homunculus servant is probably fine, but I know a lot of GMs don't allow that sort of thing with your steel defender and especially not a familiar because of how notorious they are for cheese strats. So all in all, I wish artificer had a more gradual power curve and didn't just become an AOE bot at level 11 if you GM allows it, or very lackluster if they don't.
@Razdasoldier
@Razdasoldier 2 күн бұрын
I mean at level 2 you can make a staff of shillelagh and use booming blade for 1d8+3 and 1d8 if they move or a weapon of blade ward to oncrease defenses and your enspell items can level up with you. So at 6 you can have 6 shield spells a day then eat the item for a free spell slot. Additionally you dont need to obey crafting rules for replicate so you have access to any spell tattoo or enspelled spell you need. Revivify 6 times? Yes. Need spirit guardians? Sure. How about hex? Got it!
@roronoa1243
@roronoa1243 2 күн бұрын
@@Razdasoldier Getting incredibly high defense on its own doesn't matter if you don't do anything to leverage it, I know you can get a common magic armor for free plate and then upgrade it to enspelled armor that gives you 6 shield casts a day, but what are you doing to take advantage of that fact? Your melee damage is poor compared to other martials and your blasting potential is basically multi-target only with your flamethrower cannon and either passing an enspelled weapon to your homunculus or casting dragon's breath on it. Even if you do set that up, your damage is now contingent on two VERY fragile summons that can be wiped with a single cast of shatter.
@The_Crimson_Witch
@The_Crimson_Witch 2 күн бұрын
@@Razdasoldier Enspelled items are Uncommon at a minimum, including with Cantrips. So no, you cannot get them at level 2.
@googloocraft12
@googloocraft12 Күн бұрын
Don't forget to send your review to WOTC the 24 of december. It will help them to creat a better class
@RefreshingCrack
@RefreshingCrack 2 күн бұрын
"Everybody gangster until someone drops a dispel magic" is iconic dialog.
@WyllBG3
@WyllBG3 2 күн бұрын
They butchered the class by removing the ability to use infusions as spellcasting focus(only the armorer gets to use his arcane armor as a focus). This is specifically bad in the case of the battlesmith. It was so thematic to cast spells via your infusions😢😢
@TerminalDevastation
@TerminalDevastation 2 күн бұрын
Artillerist also can use their arcane firearm a focus, but I do see the issue here. There's a neat solution for the battlesmith though: Give them a feature that allows them to turn a weapon into something that also counts as a type of artisan's tools that they are proficient in. Nothing would say battlesmith more than being able literally have something that's both weapon AND tool.
@woutvanostaden1299
@woutvanostaden1299 2 күн бұрын
​@@TerminalDevastationthe Swiss pocket knife of tool/weapon.
@googloocraft12
@googloocraft12 2 күн бұрын
They nerfed the number of known infusion too much (before it was double the the number of active infusion, now it’s only two more then the number of active infusion) which sucks because there’s a lot of situational items in there which you don’t want to wear everyday. For exemple all of the stealth options (Gloves of thievery, cloak of Elvenkind, resistance armor which you can no longer get at level 6 because of its rarety, googles of night, wand of magic detection, etc).
@RumpusImperator
@RumpusImperator 14 сағат бұрын
That's always been my complaint about the Artificer. The whole Infusion thing is SUPPOSED to offer us versatility, but way too many items aren't useful often enough to be worth spending one of your limited number of Infusions Known on. Let us know enough Infusions to take some weird ones that we'll PROBABLY never use, but it would be awesome to pull out if an adventure calls for it.
@willbender9035
@willbender9035 2 күн бұрын
D&D Longs are back!
@robagnew4886
@robagnew4886 2 күн бұрын
DND shorts meets DND longs; what a clashing of worlds
@matthewschwoebel8247
@matthewschwoebel8247 2 күн бұрын
Spell-Storing Item, they should have twice INT mod in spell slot levels and let them declare them. So +5 INT = 10 spell slot levels, so 3 fireballs and 1 cure wounds as an example. Not limit to one spell.
@seeker38
@seeker38 Күн бұрын
So trading raw power for better versatility? I like it.
@biodude15
@biodude15 2 күн бұрын
With +1 shield and armor being seperate, it now means you could have both at once instead of needing to choose one or the other with enhanced defense
@biodude15
@biodude15 2 күн бұрын
My issue with the +1 plans is that, as I read it, you cannot swap them out so when you get to the level where you could get +2 plans, you either take a +2 and have a near useless plan (though you could now make 2 items, a +1 and a +2), or not do that and be stuck with a +1
@googloocraft12
@googloocraft12 2 күн бұрын
There is the repulsion shield to have a +1 to shield. Before you used it and +2 to armor with enhanced defense. Now you need to wait until level 14 to get a +2 shield and can’t get a +2 armor.
@TerminalDevastation
@TerminalDevastation 2 күн бұрын
@@biodude15 It's in an easily skimmed over place, but it says you can replace a plan whenever gain an Artificer level.
@joshuadadad5414
@joshuadadad5414 2 күн бұрын
Big agree with infusions going on top of magic items- this bypasses the problem where artificers are redundant in games with lots of magic items
@Caesar_Salad_Man
@Caesar_Salad_Man 2 күн бұрын
I think it'd be really cool if the items Artificers created with magical tinkering got to use your Intelligence for the save DC or attack roll instead of the item's normal DC/attack stat (for those that have one, that is).
@dragoninthewest1
@dragoninthewest1 2 күн бұрын
7:11 The removed their proficiency with firearms from Tasha's. I feel they makes perfect sense for an artificer to be proficient in those as well as crossbows. I really hope they put it back in
@The_Fallen_1
@The_Fallen_1 2 күн бұрын
Firearm proficiency is no longer in 2024, they're classed as martial weapons now so you only need martial proficiency and DM approval. Unfortunately, only battle smiths get martial proficiency as standard, so the other subclasses will have to find another way to get it.
@dragoninthewest1
@dragoninthewest1 Күн бұрын
@The_Fallen_1 I forgot. Then, I would say that they should have proficiency in simple weapons and ranged martial weapons
@strahlungsopfer
@strahlungsopfer 2 күн бұрын
magical tinkering, the magic action of presenting random junk from a never sorted inventory.
@lucasramey6427
@lucasramey6427 2 күн бұрын
We got a toolbelt
@LMoftheCoast
@LMoftheCoast 2 күн бұрын
I think what would make Alchemists more fun would be to have “stable concoctions” which you can choose, and have a wild magic like table for “unstable concoctions” that you roll for when consumed. Keeps that mad scientist flavour while giving you a small handful of guaranteed effects for simplicity.
@CovertGhoul
@CovertGhoul 2 күн бұрын
Might high roll flight potions for the entire party :p not sure who wins in the early flight department. (assuming it is not a bird person party)
@The_Crimson_Witch
@The_Crimson_Witch 2 күн бұрын
I mean, you already have that. You can use a 1st level spell slot to make an elixir and can choose the effect. Considering all the ways you can give yourself extra low level spell slots starting around level 6, it's hardly a sacrifice.
@saytr4
@saytr4 2 күн бұрын
Stealth Battle Smith buff- Conjure Barrage is now 5d8 force damage in a huge 60’ cone ..and is a 3rd level spell. 😊
@woutvanostaden1299
@woutvanostaden1299 2 күн бұрын
UA artificer doesn't get to cast spells with their infusions anymore, so now they have to juggle between sword and weapon and their spell casting tools.😢
@WyllBG3
@WyllBG3 2 күн бұрын
This decision was so bad that made me speechless. That was one of the coolest things of the class...
@woutvanostaden1299
@woutvanostaden1299 2 күн бұрын
I know I don't get it why they keep sneaking in those terrible nerfs that almost make it unusable.
@akenaden
@akenaden 2 күн бұрын
Good catch
@Felrohan
@Felrohan 2 күн бұрын
I hate that Ruby of the War Mage will clog my attunement slots
@majordakka5743
@majordakka5743 2 күн бұрын
Don't forget the loss of Magic Item Savant; artificers can no longer ignore requirements for attuning to or using magic items
@GunnarWahl
@GunnarWahl 2 күн бұрын
I’ll say this about the old magical tinkering that was the small magical devices. I played a battle smith with my steel defender being a modron, I attached on him the magical device that would say a word of phrase so he could push it to say “Yes” “No” or “Unsure.” Which allowed me to ask it questions.
@GunnarWahl
@GunnarWahl 2 күн бұрын
This proved very useful at relaying messages
@nickkirsch163
@nickkirsch163 Күн бұрын
It seems you didn't notice that the Battlesmith cannot cast spells with their weapons anymore. Their only focus is their tools. So if you want a two hander or sword and board, you got no focus.
@1.21jiggawatts2
@1.21jiggawatts2 Күн бұрын
I’m actually the guy who told DnDShorts about the Drain Magic Item cool interaction with limited use items. I’m so glad that I was able to change his perception about the feature from mediocre to pretty good.
@_mosscat
@_mosscat 2 күн бұрын
Artificer always used to be more of a caster than the other half casters, with them getting cantrips and spells at level 1. Now that the others also get spells at 1 I'm curious to see if they're adding more spellcasting here to compensate
@timjensen4320
@timjensen4320 2 күн бұрын
For the armorer, nothing stops you from making +1 thunder gauntlets as one of your magic items, as they are a defined weapon now.
@DnDDeepDive
@DnDDeepDive Күн бұрын
@@timjensen4320 ah I missed that - thanks! Big relief.
@mycatistypingthis5450
@mycatistypingthis5450 Күн бұрын
So what happens if you change armors after a short rest? Lightning launcher not magic. Change back to guardian and the thunder gauntlets, are they magical? They did not exist for a while. If you can make them, can you give them to other characters?
@LawrenceDomkowski
@LawrenceDomkowski 2 күн бұрын
I've found that D&D Beyond currently allows Epic Boons based on a Character's Level.
@AndrewBrownK
@AndrewBrownK 2 күн бұрын
yeah they're just feats with a level requirement. It's only an intentional-coincidence that classes get feats at 19th level too
@woutvanostaden1299
@woutvanostaden1299 2 күн бұрын
​@@AndrewBrownKIt sure would suck if classes didn't get a feat at 19th level. "Ah so the only way I can get an epic boon is if I multiclass, I wanted to go straight monk!" "Where as for rangers multiclassing is the default assumption, since their capstone and mid to high level features are insulting" 😂😂😅😊
@SomeRandomDude161
@SomeRandomDude161 2 күн бұрын
Honestly a bit disappointing to see that the Artillerist only gets to craft their arcane cannon once for free and it only lasts 1 hour, while the battlesmith's steel defender doesn't have a duration.
@Razdasoldier
@Razdasoldier 2 күн бұрын
I built it at level 5. The new cannon is NICE. I think getting all three cannons in one makes it worth it.
@googloocraft12
@googloocraft12 2 күн бұрын
Yes but they also removed the healing with mending.
@voodoophil
@voodoophil 2 күн бұрын
​@googloocraft12 No they didn't, that is under the canons HP and Hit Dice information. If you were referring to the Defender it can now be healed by regular healing spells, since the no undead/construct restriction is gone.
@jacksons9546
@jacksons9546 2 күн бұрын
Jesus I didn’t even notice that. Yeah I hate that lmao. Just let them keep it, it’s not like artificer is busted with perma eldritch cannon
@SomeRandomDude161
@SomeRandomDude161 2 күн бұрын
@@Razdasoldier I haven't tested the new Artillerist, but I have played the 2014 version before. And while there were a few times, when I wished that I could switch between the cannons, my biggest issue was always deciding if I should use the cannon or not. Especially as a half caster and blaster, having to decide if I should use my spell slots for my subclass feature or to cast spells, felt bad.
@sprintz33
@sprintz33 2 күн бұрын
After watching Treantmonk, uhh, enspelled armor and weapons seem potentially cracked, especially since you can essentially reset it every night with a long rest. That's, what, 12 spell castings for free of a wide variety of spells (it doesn't even seem to be restricted to artificer spells, according to Crawford's own words in their explanation video). That's a lot of spells! And with the homunculus servant or minions like your steel defender, you have plenty of ways to use them multiple times a round. Magic missiles seem possible, and later, fireballs.
@googloocraft12
@googloocraft12 2 күн бұрын
Your wrong in many ways, let me explain : First of all the enspelled items need to be attuned by the wielder so that limits them a lot. The enspelled staff is the less limiting schools of magic, but need to be attuned by a spell caster, so a homunculus and steel defender can’t attune to them. Lets be real here. Any caster class can craft a uncommon enspelled magic item for 200 gold and 10 days so that’s not really exclusive to Artificer.
@sprintz33
@sprintz33 2 күн бұрын
@@googloocraft12 Those are absolutely restrictions that apply (though for yourself you can instantly attune to any item you make). It actually helps calm some of my worries about this being overpowered, but not all of them. Even if enspelled items require attunement, that is just a minion getting a short rest some time after you create the item. Hell, toss my homunculus servant in my backpack and it can spend a short rest attuning to a dagger. The other one (my steel defender in my case) gets my spell storing item, allowing for more mass spell casting shennanigans. That's still really strong. And while, yes, any character can do this over a week and a half, an artificer can do it, potentially, every day. Hell, at 14th level you can create a necklace of fireballs every long rest that can be used without attunement...and that's just with me glancing at the list of possible items. I can see a lot of ways where this gets crazy late game.
@sprintz33
@sprintz33 2 күн бұрын
@@googloocraft12 Those are absolutely restrictions that apply (though for yourself you can instantly attune to any item you make). It actually helps calm some of my worries about this being overpowered, but not all of them. Even if enspelled items require attunement, that is just a minion getting a short rest some time after you create the item. Hell, toss my homunculus servant in my backpack and it can spend a short rest attuning to a dagger. The other one (my steel defender in my case) gets my spell storing item, allowing for more mass spell casting shennanigans. That's still really strong. And while, yes, any character can do this over a week and a half, an artificer can do it, potentially, every day. Hell, at 14th level you can create a necklace of fireballs every long rest that can be used without attunement...and that's just with me glancing at the list of possible items. I can see a lot of ways where this gets crazy late game.
@Razdasoldier
@Razdasoldier 2 күн бұрын
​@@googloocraft12 I think that They were jumping a bit, but artificer certainly has benefits from being able to make enspelled items on demand. Remember by level 20 they can have 36 extra spell casts from enspelled items.
@googloocraft12
@googloocraft12 2 күн бұрын
@ wow I don’t care about 36 level 1 spell at level 20 when the wizard haves infinite clone of themselves. Also it’s not really on demand, you are using your feature that could get other items with it at this point such as ring of protection. And as mentioned before you need to attune to these items
@googloocraft12
@googloocraft12 2 күн бұрын
We need to make the message clear to WOTC about what they should change, because we won’t have any other chance to make this class work for decades if we don’t. If you need help I am willing to wright article in French and English about the changes and what to change. I have hundreds of hours of theory crafting with the Artificer so I known everything about them. Pls help WOTC make this class good. This new version have way to many problems, but I like some of the new ideas. Also I would like to know where should I post my articles to have the most impact or being read by WOTC.
@svenbrede6151
@svenbrede6151 Күн бұрын
I think you missed something rather important: They removed the note that the class can utilise all magic items regardless of race or class restrictions from magic item savant. No more Archmage staff or Holy Avenger shenanigans
@joshuasmith9061
@joshuasmith9061 2 күн бұрын
Two things you missed about the subclasses, the first is the Battle Smith no longer can use their weapon to cast spells which forces you to get warcaster to use a shield. The second is the lightning launcher for the Infiltrator Armorer is now a thrown weapon... and since you can't infuse it with returning weapon infusion, you need to walk up and pick it up. Makes no sense since the Tasha's class art showed you shooting lightning bolts out of your hand.
@ardet7383
@ardet7383 2 күн бұрын
I think the idea is that you can throw lightning, not the launcher, but it is definitely weird. Does let you stack thrown weapon fighting, archery fighting style, and dueling tho. Not sure that's actually good, but is kinda funny
@joshuasmith9061
@joshuasmith9061 2 күн бұрын
@@ardet7383 unfortunately you can't use dueling since you need to hold the weapon. But it is weird since the only comparable weapon is darts and they are cheap for a reason. Was planning to dip rogue for this armor and use nick returning dagger.
@Flint1241
@Flint1241 2 күн бұрын
Some of the magical tinkering options are actually quite good since the new PHB has explicit mechanics for a lot of them. * Caltrops are genuinely great at the level you get them. DC 15 or their speed becomes zero. For level 1 hallway fights, super solid. * Crowbars are on-demand advantage on strength checks. * Nets are actually amazing. The DC scales with proficiency and dex, so hand it to your party ranger and they can restrain targets from 15 feet away. If it works, they have to spend an action to break free. * Oil is far and away the strongest item on the list. The DC to avoid it scales with dex, so hand it to the ranger/monk again, or better yet give it to a thief rogue. If it applies, for the rest of the fight, every instance of Fire damage does an extra flat 5 damage. An elements monk attacking such a target can easily do an extra 20 damage per round.
@cadman02
@cadman02 2 күн бұрын
The worst items are due to the one hour time limit. Bedroll for one hour is useless and so is vial. Paper and parchment might have a use like having a message that you know will self destruct. Depending on how long you are using it the lamp is annoying. String is useful but is limited by the time restriction. Containers in general are screwed by the time limit. It should last 24 hours not 1 hour. After all the old magical tinkering had no time limit.
@Flint1241
@Flint1241 2 күн бұрын
@cadman02 The bedroll has one use case. You autosucceed saves against extreme cold while in one, so you can poke leg/arm holes in it and make it into a suit for an hour long trek. Might come up once or twice in a campaign.
@beastslayer8729
@beastslayer8729 2 күн бұрын
I will say I'm kind of bummed they removed tool expertise. It may be niche, but it felt perfect on an Artificer.
@PlayWatch_616
@PlayWatch_616 2 күн бұрын
They did it because of the fact that now tool proficiancy just gives you advantage on a skill check related to the item instead of making a tool check
@PlayWatch_616
@PlayWatch_616 2 күн бұрын
I also am bummed by the change
@beastslayer8729
@beastslayer8729 2 күн бұрын
Oh right I totally forgot about that. I wish they would have given us something though. Maybe add our intelligence modifier to skill checks involving tools?
@nm2358
@nm2358 2 күн бұрын
Another day WOTC shows me they can integrate a non-spell summon into a class that actually scales with your base-class, lol. #FindSteedCrimes
@mattg8262
@mattg8262 2 күн бұрын
Alchemist artificer is a weird one. Everyone knew it was bad before so they needed to overhaul it, but didn't end up doing much to fix the base problem which is the fact the potion is random. Does anyone feel like it would overpowered if it could just pick? I mean WOTC doesn't because they let that happen on a roll of 6. Further, Alchemist is more than a 1/2 caster (like paladin or ranger), less martial, more of a 2/3 or 3/4 caster. I'd like to see them add some higher level spell options similar to Warlock mystic aracanum. Really lean into the idea they are a "mostly caster" subclass.
@elfhririn
@elfhririn 2 күн бұрын
Honestly they ought to just have a battlemaster-like 'Maneuver' list OR even just allow spells to be cast into a Vial to be able to be casted by someone who can drink or throw it. Mid Random effects just turns me off so much from such a cool theme
@CovertGhoul
@CovertGhoul 2 күн бұрын
Do GMs allow an arcana check to see what the potion does? I feel like since it is a Long Rest thing, perhaps some sort of Arcana check could give you a heads up on what it does, also it is still a 1/3 chance of getting what you want, but yea, if you need a flight potion in a pinch, that is a bit brutal, lol. I imagine the bold one is what people will gravitate towards though.
@The_Crimson_Witch
@The_Crimson_Witch 2 күн бұрын
It is purely for flavor. They want it to be the "mad scientist" type class where you throw things into a vial to see what happens. But you *can* choose the effect if you use a spell slot, and considering how easy it is to get more low level spell uses starting from level 6 that is no longer much of a sacrifice.
@lucasramey6427
@lucasramey6427 2 күн бұрын
Honestly I kinda hope in the final product they combine the original and the new version of magical tinkering that way we have a toolbelt and we can jury rig temporary use items
@tyllua
@tyllua 2 күн бұрын
Please dont forget there are also a lot people who play adventure league so they ARE FORCED to play 2024. Old 2014 characters are banned.
@michaelmuirhead910
@michaelmuirhead910 2 күн бұрын
Yep, a lot of the updated rules are just straight nerfs. Only way I get to be a player anymore, so I’m stuck too.
@AwesomeWookiee
@AwesomeWookiee 2 күн бұрын
Biggest Nerf: The Arcane Propulsion Armor is gone. What the hell? It was cool!
@DM_Jame
@DM_Jame 2 күн бұрын
There is a magic item that does that in a book already as well. It was cool af though. But, I can say. As someone who has played like 25 Artificers, and levels 5 up from 1 - 20, I have only taken that infusion once.
@Herenoeviltattoos
@Herenoeviltattoos 2 күн бұрын
They should have a artificer ability like wizards with scrolls… oh you got a firey enchantment on that weapon? Let me spend x hours with it now i can make any weapon firey and learn the enchantment the way wizards can write down spells and always know them
@maybevoldemort8995
@maybevoldemort8995 2 күн бұрын
Really disappointed in this one. Would’ve loved weapon mastery in battle smith. Most disappointing thing is alchemist- they’ve found two ways to design this sort of thing- spirits bard and wild magic. Both of them have interesting tables. Spirits bard, with the scaling dice, works way better for me if you were going to take a mechanic and apply it to the alchemist. The alchemist should get better and be able to create some more powerful potions as they level up (beyond just an extra few temps). It has some potential with the small buffs but it needs its core mechanic to be far better. At the very least they need to be able to make potions of certain rarities using the random ability. If you could regularly be creating potions of x giant strength that’d be a great form of buffing, potions of invisibility would be great for stealth. Artificer becoming the non concentration buffing and spell class (through potions) is a really interesting niche
@saqwana25
@saqwana25 2 күн бұрын
none of the gish subclasses are given weapon mastries though.
@margsmargsmargs
@margsmargsmargs Күн бұрын
@saqwana25 I think my problem is that most gish classes use (at least by default, not counting the-option-to-use-shadowblade) regular weapons that have mastery properties, which means if you multiclass the gish class with a class that gets weapon masteries, they play nice. For armorers, as written, you’re heavily disincentivized from multiclasses with most of the interesting other classes, because you’ll then have to choose between using a weapon with a mastery property or using the armor weapon and its special ability. On a subclass built around weapons that do cool things, those weapons seem a lot less cool when they made all the other weapons also do cool things, but didn’t buff these. Honestly I’d be happy if they just gave the armorer weapons mastery properties, even if they didn’t actually give armorers weapon mastery, so that if you then pick up fighter or barbarian levels, those two features aren’t competing with each other. It’s not a perfect comparison since rogues get weapon masteries, but the soulknife psychic blades do have a mastery property, so it’s not without precedent.
@saqwana25
@saqwana25 Күн бұрын
@@margsmargsmargs i agree. though sadly the soulknife isn't a light weapon.
@margsmargsmargs
@margsmargsmargs Күн бұрын
@@saqwana25 At least they're vex, but yeah, I cannot fathom how imaginary knives are heavier than real ones.
@templetonf
@templetonf 2 күн бұрын
Don't overlook the fact that the steel defender no longer gets PB on Dex and Con saves, Athletics checks, or PB x 2 on Perception active and passive checks... a pretty big downgrade if you ask me
@ezdepaz4363
@ezdepaz4363 2 күн бұрын
They lost the exertise on perception yes, but it's new Steel Bond feature practically gives it proficiency with all skills and saves.
@googloocraft12
@googloocraft12 Күн бұрын
And you can no longer heal it with mending. THATS A HUGE NERF
@Jessterr2
@Jessterr2 2 күн бұрын
The difference in magic item crafting time is if your DM says it takes 2 weeks to craft 1 potion, you can now craft 2 in that same amount of time. So whatever you could do before you can now create double that many. This is more useful for consumable items, but it should be spoken of.
@googloocraft12
@googloocraft12 Күн бұрын
The Artillerist level 11 spell storing items allow for 10 fireballs and you have 3 spells slot for a total of 13 fireballs. It's not as broken as it souds since a Wizard level 11 could cast 12 fireballs (and many of them would be upcast).
@nathans9764
@nathans9764 Күн бұрын
It would be really cool if the guardian thunder gauntlets had a "these count as unarmed strikes for any feats or potions." That would open them up to tavern brawler, grappler, potion of pugilist, that kind of thing. Really get a "Vi from Arcane" vibe going. Edit: and Cody just said the same thing.
@googloocraft12
@googloocraft12 Күн бұрын
Send your idea to WOTC on the 24 of December.
@izunagi9064
@izunagi9064 2 күн бұрын
You said what is not there anymore. there 14 lvl no long ignore class level etc requirements
@Razdasoldier
@Razdasoldier 2 күн бұрын
That was always meant to get around spell scroll rules. It is not a major loss.
@googloocraft12
@googloocraft12 2 күн бұрын
@@Razdasoldierit is a major loss. Wand sheet was really good combine with a +1 wand and allowing yourself to have in hand a shield and the All-purpose tool (Artificer specific class item)
@Autonym
@Autonym 2 күн бұрын
@@Razdasoldier It's a loss, and an unneeded nerf given the 14 level requirement. There are things like Staff of Healing and Staff of Fire restricted to specific classes, and Artificer can't be considered for that list because they don't have a 2024 version yet, and aren't a core class.
@graethynne
@graethynne 2 күн бұрын
As I mentioned on Will's video - Level 9 Armor Replication is explicitly worse than than the older version.
@robbiea14
@robbiea14 2 күн бұрын
New (not) infusion feature should be allowing you to add that +1 or other enchantment to an item that lacks that enchantment already. So like... a +1 weapon couldn't get a +1, but a flame tongue COULD get a +1 if that makes sense. Hell, I'd be down for Artificers to the SOLE source of +1, +2, +3 magic items (though that obviously invalidates the existence of those magic items in the first place, which opens a whole other can of worms)
@targetdreamer257
@targetdreamer257 2 күн бұрын
What about adding a +1 to a +2 or +3?
@SpectralKnight
@SpectralKnight 2 күн бұрын
​@targetdreamer257 it stacks too quickly and is just generally too op. Every single artificer would get hounded by all the martials to always take that option. Edit: For reference +5 is might be literally made by a god. +4 is you should probably be a legendary hero to ever own this (lv 15+) +3 is lv 10-15 and even then usually late in that bracket. +2 is 5-10 +1 is 1-10 10 is about were you usually need to start to upgrade your stuff to plus 2 to keep up.
@robbiea14
@robbiea14 2 күн бұрын
​@targetdreamer257 i envision it working something like: At level 2, you can enchantment mundane items or add enchantments to already existing magical items as long as an enchantment of a similar kind is not already on the item. You learn additional enchantments at 6th and 10th levels. See the enchantments table for a list of enchantments you can learn. You may only have X number of enchantments active at once (and Y number of enchantments on a single items. And then the table would have categories like: Buffs Saving Throws: +1d4 Bonus to Weapon Attacks (+1,+2 etc) Etc. Disclaimer, I was/am falling asleep while I type, so idk how much sense I just made
@jamesknowles9236
@jamesknowles9236 2 күн бұрын
The Inventor class by KibblesTasty is everything the Artificer should have been and then some.
@asilva4956
@asilva4956 2 күн бұрын
1 - Make so they can use any magical item as Spellcasting Focus. 2 - Give them Battlemagic feature or Weapon Mastery feature. 3 - Allow alchemist Elixirs scale with the level of spellslot used or allow them to make more with higher level slots.
@googloocraft12
@googloocraft12 Күн бұрын
Change the level 9 artificer Armorer feature, because getting a one more infusion that at his best is a +1 armor is not a good feature. You find a better armor, well I guess you now have no level 9 feature.
@nicolasrox9739
@nicolasrox9739 2 күн бұрын
Two of my favorite KZbinrs hanging out together warms my heart! Whenever you’re in Germany hit me up ;)
@targetdreamer257
@targetdreamer257 2 күн бұрын
Don't like the new Magical Tinkering. Having a light is way more useful the just making a rope. Being able to make a picture with 25 words is way more useful then making a sack. Okay sure it'd be fun to be the guy "Oh by the way I do happen to have a crowbar." I will be using the original Magical Tinkering and the the new one will be Pull from Æther or something. I don't think it would be all that game breaking to do both. There have been SEVERAL times when I have need a light. Many race or species do have Darkvision but nearly 1/3 do not. Here is one for you the Berserker's from the Horn of Valhalla do not have darkvision. Yes the can give them self advantage but if they are in the dark then that would be just a straight roll. So in the dark they would have to go reckless to get a straight roll but then every attack on them would be made at advantage.
@BillBlass-dj2hl
@BillBlass-dj2hl 2 күн бұрын
Y’all are treating the artificers items like only artificers can use them, they can give them to party members, so if the don’t want the martial to have plus 4 weapons, they can’t let artificers have +4 enchanting power.
@frankiepineda9
@frankiepineda9 2 күн бұрын
But a martial with a +4 weapon would only be able to exist in a party with an artificer. Bet the martial tearing stuff up with that weapon would make both the artificer and martial feel pretty good, and imo if you giving out +3 weapons, I doubt a +4 will break the game
@googloocraft12
@googloocraft12 Күн бұрын
They could make a restriction that the infused magic items vanish if the item is wielded by someone else. It's unerthed arcana they can do what they want
@BillBlass-dj2hl
@BillBlass-dj2hl Күн бұрын
@@googloocraft12 they could, but a major fantasy of artificers is creating items for the party, that’s what some artificers love. I personally enjoy the selfish artificer, but that’s not the only type
@googloocraft12
@googloocraft12 Күн бұрын
@ they can have two separate things. One only for themselves and one for anyone
@indigo_tribe
@indigo_tribe 2 күн бұрын
The guardian feature for temp. Hp no longer has limited uses! Only requirement is that you have to be half health or lower. That's pretty great
@B.J.Camire
@B.J.Camire Күн бұрын
You mean you DON'T go "I've got 8 more turns on Bless, how much more of this dungeon can I pull before it runs out *dashes to next room*"? Surely I can't be the only one who's tried to make a 10 turn spell as good as an hour spell I have definitely moved a Spiritual Weapon 180 feet to hit the first mob in a fortress and the boss.
@DnDDeepDive
@DnDDeepDive Күн бұрын
🤣
@AlLajeunesse
@AlLajeunesse Күн бұрын
In DMG 2014, Epic Boon were replacement for gaining level beyond 20. So it does make sense to not make them limited to only 19 level in a class but instead for a character.
@ynedd
@ynedd 2 күн бұрын
Two of my favorite D&D KZbinrs! The collab we don't deserve but dearly needed! Thank you! Awesome work!
@AV-69
@AV-69 2 күн бұрын
My fave D&D duo. Love these collabs.
@theformation3781
@theformation3781 2 күн бұрын
27:59 not even just the new crafting rules, if we go by the 2024 DMG they have a chart on the recommended number of magic items per party, and it's kind of wild 52:43 i reckon if magic storing item was at level 6, and could only be attuned to artificer (so no homunculus/party juggling/thief rogue shenanigans) it'd be balanced enough to even allow up to 5th level spells, since when artificers get 3rd level spells a full caster can already cast 3rd level spells 7 times if they so choose, same with artificer's level 4 spells, and they get level 5 spells around the same time a full caster gets a 9th level spell slot (w/ the ability to cast 5th level spells 6 times/day) so were this to be an artificer exclusive item, not only is it not broken for it to include spell slots above 3, it'd be a fun way to have them be more like a warlock than a paladin/ranger. You could even balance it by saying number of spells stored = half your artificer level (round up) 1:20:19 this directly clashes with wand of the war mage as well! It's pointlessly finicky even within the confines of the artificer class! 1:32:03 a thing to note here is artificers have enlarge reduce, so if you grow big and then cast it, you can become huge consistently at level 3 and gargantuan at level 15. Guardian's level 15 feature is also int mod/day which is bad. 1:44:35 steel defender also gets smites but 2024 smites are bonus action to cast, and battlesmiths *have* to use bonus actions to command steel defenders. They cannot even replace one of their attacks for commanding the beast, so they're actually worse off.
@googloocraft12
@googloocraft12 2 күн бұрын
46min you speak about subclass spells counting as Artificer spells, if you look at the spell casting feature it says that any feature in this class that add spells always prepared count as Artificer spell for you, so I think it works.
@bryanthiga3198
@bryanthiga3198 2 күн бұрын
They should work in a fighting style or something similar to each armor model at level 9. Let the guardian dual wield effectively, give the dreadnaught the effects of enlarge with benefits of great weapon fighting, maybe let the infiltrator sacrifice their second attack to overcharge their weapon to make it deal more damage and bonus action hide. Over all, I love the idea that you can take care of yourself for magic items, and can tell the DM that he can give me the dumb or weird things when everyone else gets their cool new weapons. Throw me a saddle of the cavalier and have the table over analyzing anything horse based.
@lilbop4942
@lilbop4942 2 күн бұрын
I think the armorer weapons should also get weapon masteries that would be cool
@WaltWinfrey
@WaltWinfrey Күн бұрын
Re: Epic Boons for multiclass characters, I've had the same question and I'm glad you brought it up. I'm good with it either way, but wish it was clearer. For what it's worth, Beyond allows a 16/3 multiclass to pick an Epic Boon at character level 19, and I have a feeling that character level is the intent of the design. If class level was the intent, I think the feat would have an "Epic Boon feature" prerequisite like fighting styles do.
@wolfsheart8111
@wolfsheart8111 2 күн бұрын
To be honest, I’m disappointed with the changes to the Artificer, especially after the "glow-up" promise. While there are some improvements, I feel several aspects were handled poorly. Here’s my detailed feedback: 1. Infusion Changes The new Replicate Magic Item feature feels like a downgrade compared to the original Infuse Item. Removing the scaling AC improvement, for example, detracts from the feature’s utility, especially for defensive builds. While I appreciate that the bag of holding bomb is now harder to exploit, the overall scaling for created magic items feels lackluster. This is especially concerning given how easily uncommon magic items can be crafted under the new rules. 2. Crafting Costs and Time While halving the crafting time for specialized items is a decent touch, I was hoping Artificers would retain their ability to reduce costs and time for crafting all magic items. Their unparalleled craftsmanship should extend beyond their chosen field-it’s a core part of the Artificer identity. 3. Capstone Ability - Soul of Artifice The revised Soul of Artifice feels underwhelming. Removing the scaling bonus tied to the number of infused items takes away what was arguably one of the most flavorful and thematic elements of the class. It feels like a significant loss in both power and identity for high-level Artificers. 4. Spell List Changes The changes to the spell list are frustrating. The removal of spells like Booming Blade and Green-Flame Blade strips away some of the Artificer’s needed ways to deal melee damage. Additionally, why not add thematic spells like Fireball, Healing Word, or even Shield? Fireball could easily be flavored as a grenade or magical explosion. Healing Word could represent a healing injection or an alchemical stimulant. Removing these options feels like a missed opportunity to make the spell list more versatile and engaging. 5. Alchemist Subclass Why can’t the Alchemist choose which potions to produce with Experimental Elixir? Adding randomness to potion effects is fine, but there should be an option to sacrifice quantity for certainty-such as choosing a potion’s effect instead of rolling for two. Additionally, the elixirs should scale better. As they stand, their utility diminishes as characters grow stronger. Finally, why not bring back the broader spell options for the Alchemist? They already have it hard enough as the weakest artificer sub class, just let them still cast heal and Greater Restoration for free as well as their new option. This subclass feels like it’s still missing key tools to make it as versatile as others and give them their poison immunity back, they need it. 6. Battle Smith and Armorer Subclasses Why weren’t Weapon Masteries incorporated into the Battle Smith and Armorer subclasses? For the Armorer and battlesmith could weapon masteries add a lot of depth to then. Especially if Armorer are allowed to choose their weapon mastery properties, that would make the subclass more dynamic. Why doesn’t the Extra Attack feature allow the use of a cantrip as part of the Multiattack? Incorporating cantrips into attacks would align perfectly with these subclasses and its nothing new, the blade singer or eldritch Knight does the same. 7. Armorer Nerfs The Armorer has been significantly nerfed in multiple ways: Losing one infusion reduces flexibility and limits creativity. The inability to enhance magic armor used as the base for Arcane Armor feels like an unnecessary restriction. This change takes away a key avenue for customization and power progression. The point that its impossible to improve the integrated weapons from the Armorer just gets added to it. Overall, while the new version introduces some intriguing ideas, the changes seem to strip away much of the Artificer’s unique flavor and flexibility. It feels like the class has been simplified in ways that reduce its creative and mechanical appeal. I hope these points are taken into consideration during playtesting and feedback! I still want to leave my opinion to changes that i think are good, i really like that the homunculus is a arteficer exclusive spell know, so there is no more need to choose if i want a infusion for a +1ac or a little buddy, but it would had been nice of that was a 1st lvl spell slot instead of a 2nd lvl one. I really like the new artilerist, maybe a few more uses could had been nice, but still these where great changes. Last but not least oh boy i love the new spell storing Item, it's wonderful that even 3rd lvl spells can be stored know. I love it, as well as the option for Flash of genius to work after a fail. The new armorer model is nice as well P.s. i realised one detail that is the worst, why did arteficer lose 4 slots for their magic items in total.... it's better to play a wizard than a arteficer with the new changes and the wizard would do a better job in the arteficers role, especially with the new magic item crafting rules...
@chrisjacobs4716
@chrisjacobs4716 2 күн бұрын
"Used to be able to have the same infusion twice, so you could have two bags of holding"... no, you weren't able to do that before. You can only place an infusion you know in one object, and an object can only hold one infusion. With replicate magic item, you must choose an available item each time and can only choose it once. So no two bags of holding. You can't even have two cloaks of billowing. (At least not if you're following the rules. If you're the type to just do whatever you want then sure, you can make a ring of infinite wishes too I suppose).
@Spac3_Duck
@Spac3_Duck 2 күн бұрын
It's the int half caster. Like ranger is for wisdom. And paladin is for charisma. Let warlocks have their special thing 😊
@chrisjacobs4716
@chrisjacobs4716 2 күн бұрын
@Spac3_Duck what does what I said have anything to do with warlocks?
@Warmag3
@Warmag3 2 күн бұрын
I actually disagree with the take on the alchemists crafting time for potions being halved being negligible. I read that as crafting minimum twice as many potions during downtime, which is super viable. For instance, you have a week of downtime, and a potion of healing takes 8 hours of crafting in the new book, which means you can only do 7 (1 a day). This feature reduces the crafting time to 4 hours, and you could reasonably spend 12 hours of the day crafting meaning three potions a day instead of one. 21 healing potions is nothing to squint at. 14 is still decent even with a strict dm. Potions of healing are great, potion of speed is fantastic, and if you’re dm has any homebrew items as mine does that becomes even better. I’ll also reference treantmonks video on the scribes wizard specifically being able to craft scrolls at twice speed for a better articulated argument.
@KevinVideo
@KevinVideo 2 күн бұрын
When Will is talking about how being Huge size in the Dreadnaught armor, you don't get an increase to damage, it should be noted that Path of the Giant barbarian is exactly the same. At 3rd level, you become Large, and at 14th you become Huge, and don't get an increase in damage at either level for being bigger. It's only the Rune Knight fighter that gets to deal extra damage, and even then, it's 1d6 once per turn (1d8 at 10th, and 1d10 at 18th). The Soul of Artifice feature letting you come back at 20 hp is a joke. The 2024 Oath of Ancients paladin comes back to 3 x paladin level at 15th and doesn't absorb magic items to do so, use or a reaction. Artificers should get that feature, and if you need to do it AGAIN, then you can drain a magic item if you so decide to. Also, the battle smith lost the ability to heal its defender with the mending cantrip.
@ad9aggie
@ad9aggie Күн бұрын
I let Giant Barb and Rune Knights use giant weapon rules when they grow. So, double damage dice at large and triple at huge. It is not overpowered compared to what spellcasters can do at that level. I will do the same with the Dreadnaught should it become a permanent change.
@baldollynho
@baldollynho 2 күн бұрын
The biggest thing for me is that they should keep infusions but add a subcategory or extra ones named "enhancement infusions" or something, which would be infusions to specifically apply to already magical items, repeating shot or returning weapon could fit on that, for example, I think this would be a very good way to make them more useful on high magical settings when the party has a lot of magical items
@googloocraft12
@googloocraft12 Күн бұрын
Send your idea to WOTC on the 24 of December. Also this would help the amorer which level 9 feature and weapon sucks
@Ascetronaut
@Ascetronaut 2 күн бұрын
Im 20 minutes in so maybe you say it later but to me, the positive thing about infusions like Returning Weapon becoming magic items is that now ANYONE can get them. A thrown weapon build doesnt need to dip artificer just to get a weapon they can build, they just need to find/buy a magic weapon that does it
@Ascetronaut
@Ascetronaut 2 күн бұрын
1 minute later Colby said it woops
@razorsedge7501
@razorsedge7501 2 күн бұрын
While the level 11 base feature is extremely strong, I don't think having 3rd level spells is over powered. Just change it to be INT modifier uses rather than double your INT modifier. Still 5 hastes, 5 fireballs, etc without using a spell slot, etc.
@theyellowstripe1
@theyellowstripe1 2 күн бұрын
A better way to do experimental elixir is to choose your benefit and roll for a random side-effect, which could be positive, negative or just fun.
@LeonLJ
@LeonLJ 2 күн бұрын
So happy that you were able to make this video before the holidays!
@JCinLapel
@JCinLapel 2 күн бұрын
The problems with artificer is it is half caster wants to fill the full caster role. It is built off the warlock frame and did not get most the horse power. Infusions and Evocations are pretty much the same thing and switching it to temp magic items change very little. This is much closer to the 2nd ed source. The problem is Artificer is a half caster but Warlock gets full caster max spell level effects going up in the same way o a full caster and Mystic Arcanam gives them a one slot of 6th to 9th pretty much like a full caster this alone would fix most the artificers issues just by using the One D&D warlock spell progression.
@mac_sour
@mac_sour 2 күн бұрын
damn, i literally left a comment here yesterday asking if you could review artificer and you really said "yes sir!" to me LMAO... what a great surprise, thank you colby. i'm about to watch now and i can't wait to see what they did for the artificer. i always thought it was such a cool concept but i felt lacking compared to other classes (especially alchemist, yeesh. lets see what's changed).
@rayindc2074
@rayindc2074 2 күн бұрын
It's not a factor that some of the infusions wouldn't normally be used the Artificers themselves, given that Artificers often craft things for other party members.
@shenaniganursus3681
@shenaniganursus3681 2 күн бұрын
One more thing that needs to be added to the Armorers built in weapons, are what weapon mastery they should/could qualify as. The Armors Flail one would assume would be the same as a flail, but it is not specified. And an artificer might multiclass to somsething that gives him weapon mastery, even if the class itself do not get them.
@hellskullz
@hellskullz 2 күн бұрын
I also agree with you Colby in that you need 19 levels in a single class for the epic boon feat. To the people trying the "well they just say lvl 19 required for epic boons", general feats also only say that they require lvl 4, but you don't see people trying to get one at player lvl 4 when they multiclass early.
@Cruzz999
@Cruzz999 2 күн бұрын
Ofc not. You need to be allowed to take a feat thanks to your class (see fighters getting more feats, feats are clearly tied to class) however, since the epic boons are just listed as 19+ feats, if you are character lvl 19 when you can take a feat, I think they should be on the table. I'm firmly in the 2 epic boons per lvl 20 character, by hitting lvl 3+16, and then 4+16. It seems odd to even list the epic boons under feats if this is not intended.
@hellskullz
@hellskullz 2 күн бұрын
@Cruzz999 but then why specifically state under Epic Boon at lvl 19 that you can take an epic boon or other feat you qualify for instead of just saying you can take a feat? But agreed that either way it's weird to have them as a separate category under feats regardless. They should just be under feats with the requirement of lvl 19 or under a new category entirely for boons.
@alexgarrett4673
@alexgarrett4673 2 күн бұрын
Intent is debatable but RAW it is 100% clearly allowed for a character to take an epic boon even if they don't have 19 levels in a single class, if their total character level is 19+ and they get a feat via the "Ability Score Improvement" class feature. The relevant rule is in the Feats chapter of the PHB, under Parts of a Feat > Categories: "...If you’re instructed to choose a feat and no category is specified, you can choose from any category." Epic Boon Feats are listed as a feat category. They all have a prerequisite of level 19+ to prevent characters from taking them before level 19, but that is the only restriction. Ability Score Increase allows a character to take ASI "...or another feat of your choice for which you qualify." without specifying a category. Therefore you can choose any feat you meet the prerequisites for, which includes Epic Boons if you are level 19+. Of course, any DM is well within their rights to ignore this if they feel like it makes multiclassing too powerful, but that would be a house rule.
@bratwing
@bratwing 2 күн бұрын
In the PHB section on Bonus Feats at Level 20 it states that Epic Boons are especially appropriate, without stating that the characters should have 20 levels in a single class. Also, on DND Beyond you can get Epic Boons from level 19 while multiclassing - and can even get two if you qualify for feats at levels 19 & 20. In my mind. the level 20 capstone ability should be the reward for staying in one class for all levels, and so I would allow Epic Boons from level 19 on a multiclassed character. But I'm not massively fussed either way as I've never got close to level 20 as either a player or a DM so it's pretty academic!
@margsmargsmargs
@margsmargsmargs Күн бұрын
I disagree, but others have articulated the RAW arguments in both ways already. What I would add from an RAI standpoint is that from a narrative/storytelling perspective, I think it also makes sense for multi class characters to be able to get a Boon. I guess I could believe that the intent is to conceivably to be a carrot for people to straight-class mechanically, but it makes a lot more sense that this is more of a storytelling device, essentially saying "you're basically a Demi-god now, you should have done mighty, in-most-cases-heroic deeds by now, this is a boon that is a sort of acknowledgment of that." Note that Epic Boons did exist in the 2014 rules. From the 2014 DMG: "Epic Boons are best awarded after the characters complete a major quest, or accomplish something else particularly notable. A character might gain an epic boon after destroying an evil artifact, defeating an ancient dragon, or halting an incursion from the Outer Planes." This says to me that adding them into the sort of 'core' mechanics, as opposed to DM's discretion, was more in line with removing the 'optional' status from feats and some class features. It's about standardizing the ruleset and integrating tangential mechanics that were already there (in this case as rewards for great deeds) rather than for something more mechanically arcane, like incentivizing straight-classing.
@tobygreen3301
@tobygreen3301 22 сағат бұрын
They actually do specify under the spell casting section at level 2! “If another Artificer feature gives you spells that you always have prepared, those don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Artificer spells for you.”
@williamanderson8789
@williamanderson8789 Күн бұрын
Point of Order here, Tasha's did say that the subclass spells counted as artificer spells for you, but the UA doesn't. I wonder if that was purposeful or not. I agree that the subclass spells should count as artificer spells and that they would at most tables.
@chocobanh
@chocobanh Күн бұрын
Artificers having Mind Sharpener at Lv2 sounds reasonable, actually. It's like the Artificer class' Action Surge; if it's going to be OP in one way over the other classes, seems not too OP for it to be just getting free concentration checks.
@armokil
@armokil 2 күн бұрын
Honestly, the artificer feels unfortunately weak. In a campaign where the DM gives very few magic items, its great, but outside of that it feels rather underwhelming. It feels like its trying so hard to be a jack of all trades, while not being very good at any singular thing specifically. - Bring back infusions and let them be used as an arcane focus - Give the artificer weapon masteries, and more to do on bonus actions or reactions (especially armorer) - and perhaps at least one expertise. It seems that the artificer only becomes GOOD at level 11. Im not saying boost it yo the moon, but they definitely coulda gone a little crazier
@saqwana25
@saqwana25 2 күн бұрын
none of the other gish classes have mastries.
@woutvanostaden1299
@woutvanostaden1299 2 күн бұрын
​@@saqwana25If artificer was a gish class they should have gotten bladesingers extra attack!
@Autonym
@Autonym 2 күн бұрын
@@saqwana25 artificer is not a full caster. paladin, ranger, eldritch knight, arcane trickster all get masteries
@saqwana25
@saqwana25 2 күн бұрын
@@Autonym eldrich knight and arcane tricksters are subclasses for primarly martial classes. rangers and paladins as martials they can do some casting. Valor bard doesn't give masteries because it is a gish subclass one a caster. Artificer is primarily a caster who can engage in martial activities occassionally.
@googloocraft12
@googloocraft12 Күн бұрын
@@saqwana25 Artificer is a half caster not a full caster
@richardchisenhall387
@richardchisenhall387 2 күн бұрын
Really enjoyed the additions, honestly it felt nice that the buffs weren't too extensive so I still feel encouraged to work on my homebrew, but it's nice to have some upgrades
@badmintonchimpanzee6966
@badmintonchimpanzee6966 2 күн бұрын
I was hoping that with the new crafting rules the artificer would get a proper rebalancing to finally be the best at crafting magic items, instead it barely interacts with them: -being able to attune to 6 magic items is good but comes late and isn't really crafting related -crafting the items of your subclass in half the time is too restrictive, you should have a bonus on all the crafting you do -making tools and a few non-magic items on the fly gives a bit of a MacGyver feeling, but does it make you the best at crafting? no -infusions/plans are a way to entirely avoid the new rules and they don't build upon them but the underlying issue remains the same: a full caster will always be better at crafting thanks to their access to up to 9th level spells while the artificer is restricted to 5th level (or 3rd level for fast access with plans), to even the field the artificer should at least get a way to circumvent the need for having the spell prepared while making an item (may be unbalanced but considering time and money requirements its probably fine). the replication table should scale automatically and the expanded replication feature should be changed at every level to give a crafting related bonus instead. crafting doesn't have a place in every game, but if it does the artificer should take the center stage.
@arandomuserwashere8895
@arandomuserwashere8895 Күн бұрын
With the spell storing item, using it with tiny servent means you get 10 of them for 8 hours. Additionally, it says in the spell they can be all be controlled on the same bonus action. So you get 10 attacks with plus 5 to hit, dealing 5 damage each. Its not a lot, but its still lots of extra bodies on the field.
@tgr225
@tgr225 Күн бұрын
Regarding Epic Boons & level 19: On DnDBeyond the current implementation only checks for the level 19 requirement, so if you build/multiclass your character to get ASIs at 19 and 20, you are able to select two Epic Boons...
@minikawildflower
@minikawildflower 2 күн бұрын
I really like the crafting feature, even if it won't be hugely useful. As a ribbon feature, it has more chance to come in handy and the flavor is really good.
@Looey222
@Looey222 2 күн бұрын
Honestly, Cheat Death should allow you to disintegrate any number of Magic Items created, gaining 20 HP for each magic item disintegrated in this way. That way you increase player agency, you don't need to rebalance it, and it increases roleplaying potential of either feeling powerful or making a massive sacrifice.
@corythurman8815
@corythurman8815 2 күн бұрын
The magical tinkering items are a lot of items that aren't used because you would never buy them on the chance you need them... Being able to pull them out of a hat based on a situation makes this invaluable.
@richardrdotson
@richardrdotson 2 күн бұрын
I still feel like the artificer class was made to solve the ‘players cannot make magical items’ problem. They half fixed that, but didn’t update the artificer to account for that. WoTC won’t let the devs take the time to make a good, solid, balanced game. Damn shame.
@tendipo8577
@tendipo8577 2 күн бұрын
Armorer now gains just one infusion at 9th level instead of two... Why?
@Magnushamann
@Magnushamann 2 күн бұрын
I am not happy with the class being dependent on players reading and having access to the DMG (to find and read all the magic items)
@TerminalDevastation
@TerminalDevastation 2 күн бұрын
I'm personally liking most of these changes. I like how it simplifies the artificer and integrates it with the crafting system. The one change I'd like to see is for the Alchemist to get a feature that adds Alchemist's fire and Acid to it's magical Tinkering table. If ANY subclass should have enough cheap access to Alchemist's fire to make it a primary attack method, it should be the Alchemist. It's literally in the item's name.
@bossdozz
@bossdozz 18 сағат бұрын
My favorite class that got me into looking up guides ultimately finding my way to your channel getting such a sweet upgrade 🎉
@logomancymedia
@logomancymedia 2 күн бұрын
I generally lean on a 1st level dip of Artificer for all my wizards, and the flavor of the wizard snapping their fingers and suddenly "Conjuring a Shovel" for an hour is...just really cool :D
@LordZeebee
@LordZeebee 2 күн бұрын
Aside from those already mentioned in the video: Oil of Slipperiness - 8 hours of Freedom of Movement. Potion of Fire Breath - your familiar can make a technically-not-an-attack attack that does 4d6 or half for 3 turns. Potion of Pugilism - 1d6 on every unarmed strike, with a monk of the same level in the party that can be 5d6 extra damage every round. Tasha's Cauldron isn't like mindblowing or anything but if you know what you're up against it's honestly really neat. Like, giving both Oil of Slipperiness and Potion of Growth to you Barbarian sounds pretty dang good. Or maybe you have an Eldritch Knight who's opted to focus on INT, well now they have a couple of hours of both max INT and max STR.
@NotYourAverageNothing
@NotYourAverageNothing 2 күн бұрын
46:00 Subclass spells counting as Artificer spells is addressed in the Spellcasting feature, near the end of it.
@SpellhawksPressLive2014
@SpellhawksPressLive2014 2 күн бұрын
Yes! Keep infusions! Let them Overcharge magic items!
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