take spell sniper and grab eldritch blast if you're planning on being an artillerist gunslinger. cantrips scale off player level so even if you were to take a 2 level dip in warlock to add your charisma modifier you don't lose progress towards getting multiple blasts. also, 300ft range. you now have an actual laser revolver.
@@MKelly-gj1tu I know this is an old comment, but if you really want you could just go variant human and grab magic initiate to get the eldritch blast so you don't have to multiclass. Sure you miss out on an evocation but that's more space for dipping into evocation wizard so you're blasty spells don't hit your friends.
Mending is actually a really useful Cantrip for an Artificer. It's essentially free healing for Battle Master's pet robots, and for any Artificer who has the Homunculus Servant. It can also heal the Artillerist's Cannons, though as they disappear after an hour it's a bit more situational.
If you're an artificer who is also an autognome, you can heal yourself! It's exactly the same as taking a short rest, hit die cost and all, but you don't have to stop and rest for it.
Fun fact: I once used Tiny Servant inside a rival wizard's tower to set his cooking cauldron and a small crate loose in the place, basically having them steal everything not nailed down in the 8 hours they exist and bring it outside his wards so that I could just walk away with both of his spellbooks and a ton of magic items
I still disagree with Guidance only being a 1. A free d4 at any time (out of combat) is huge, look at how often in Critical Role the Guidance spam saved their rolls. I’ll always take a free +1-4 modifier.
I think the reason he rates it so low is cuz its primarily used on clerics and or druids? I mean its not like bards, that have an entire class feature with limited uses... that... *does basically the same... thing* (bar attack rolls n stuff) damn thats gotta suck. I just feel bad for bards at this point.
I play a glamour bard and still plan on dipping 1 level in to divine soul sorcerer for bless and guidance because at level 11 whats better than +1-10 to a d20 roll idk +2-14
Also, Aid (another 1 davvy) contributes to me and my friend's idea of whats known as the "Unkillables". 3 barbarians, 1 cleric who uses every single spell slot on aid, and each barbarian alone had more health than a terrasque on *average* or something. Combined? they can outlast an army of a few hundred men probably.
The Endurian Gamer The thing is that eventually Inspiration dice run out. The big difference between sharing this spell with clerics and druids and sharing other spells is that this is a Cantrip (as opposed to a leveled spell), so an Artificer can use it just as much as anyone else.
I pull out a small box full of tiny mechanical spiders that crawl all over the target's body and (partially magically) stitch their wounds back together.
I prefer electrodes that jolt characters back to life, but whatever it is as long as it makes the other characters really hesitant to let the artificer heal them, then you are playing it right.
Guidance- lets you add a 1d4 to ANY skill check as long as you know it coming and sometimes when you don’t but cast it on yourself anyway because it’s a cantrip why not? I don’t understand why Davvy doesn’t think that’s amazing. True it’s not good in combat unless you cast it before hand because then you can get higher initiative but still. It’s a minimum of +1 to all skill checks and a maximum of +4 which is incredibly useful ESPECIALLY FOR A CANTRIP. Fabricate- When you’re playing an Artificer that has tool proficiencies out the butthole, Fabricate is amazing. As long as you have the raw materials you could make any type of armor, any type of weapon, countless traps limited only by your imagination, literally anything non magical that you have a tool that could be associated with, you can make so long as you get the raw materials in front of you and no matter what it is, it’s done in 10 MINUTES instead of multiple WEEKS.
Yes, fabricate is great, but the artificer gets creation, not fabricate. And creation is shit because the stuff you make disappears after a short while.
Riesenfriese you can do a lot with the stuff you make from creation. Summon a few thousand gold, go on a quick shopping spree, and get out of town before the gold disappears. That’s the definition of a great session.
ok, so Enlarge/Reduce is extremely useful. Take your wizard's crystal ball, cast the magic on it and you've got a giant bowling ball. Or make a barrel of explosives become the equivalent to 8 barrels of explosives, hell you could even do a pretty effective ant-man move with Reduce. Basically, your entire inventory and surroundings become a deadly weapon. Besides, it can also be very useful to make your orc barbarian able to stand shoulder to shoulder with an ogre.
Also very useful if you are tasked with stealing something very heavy. Making it 1/8 of the original weight makes a world of difference if youre trying to sneak off.
You can also fly by using Enlarge/Reduce on yourself and then using Mage Hand to carry yourself around, if you're a Gnome, Halfling, Kobold, Goblin, or another small race
If Davvy thought about homebrews he'd just make Spare the Dying a ranged spell like it is in every other edition and never pretend a healer's kit is useful for Casters ever again.
my Artificer uses Enlarge/Reduce on the Artillerist's Eldritch Cannon (summoned at small size) and rides it around (enlarged to medium size) while swiping at enemies with a longsword
@@datalysjr3339 thanks! It's fun to roleplay because he just teases cultists from atop the cannon like "Aw, can't seem to reach me, love?" and then makes the flamethrower cannon go off in their faces as a bonus action
why not just go battle smith and ride the steel defender? save a spell slot as it's already medium, and get proficiency in martial weapons since you are using a sword anyway
@@MegaFireFoot because I've already made the character - the dm wouldn't let me suddenly switch subclasses. besides, the character isn't built around that one thing that he sometimes does, I was just naming a use that my character has for the spell, because Davvy Chappy only rated it one Davvy out of three
I’m surprised you rates “Light” and “Dancing Lights” so high considering how the Artificers magical tinkering pretty much replaces them. In fact, the light part of that ability is exactly like the light cantrip, only the radius of light is smaller. Edit: Also surprised you rated Magic Weapon at a two, when there are 4 different infusions that invalidate that spell. Edit 2: People are saying that Dancing Lights and Light have 30 foot radii of light. The Light cantrip does, Dancing Lights doesn’t. Each globule emits a 10 ft radius of dim light, that’s it. You can’t stack the lights, they are all just a small barely usable radius of light.
Honestly I feel like infusions are better served with the ones that bypass a restriction (repeating or returning) or giving you some utility and spells are better for do or die things because of the limited slots.
I think your under valuing "Fabricate." If you're playing an Artificer, than I would rule it; if you make your skill check you can make whatever you want with the raw materials without having to put the Hours & Gold into it. It's also just a great spell for creative players to find ways around obstacles!
But it can already do that. It says that you can create intricate objects if you have proficiency in the tool needed to create said object. “You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, Weapons, glass, or armor, UNLESS you have proficiency with the type of artisan's tools used to craft such Objects.”
@@speeddevil4040 and being an artificer you can then use one of your infusions to make it a magic weapon or depending on the benevolence of your dm use it to take some regularly useless weapons and armor and turn them into more valuable ones that you can then sell for a tidy profit
My favorite use of Enlarge/Reduce? My party once came across two hill giants beating up a smaller hill giant. I immediately cast Enlarge on the “smaller” hill giant, making him Gargantuan in size. The giant we aided smiled down at the two now-smaller giants and started beating them up.
@@Whitby_Abbeys_Ghost you could also cast reduce on the head, making it 1/8 of the weight. The party in my game was tasked with stealing a huge fire crystal. The wizard came to the conclusion that its easier to steal a normal-sized crystal
Dude, we literally channel lightning to make magic books write words on other people's books across the world. Magic is just tech that isn't understood.
I've always wanted to play an artificer who uses calligrapher's tools as a focus and they use writing as a form of magic as they write in the air and on items and people
2:22 For the Battlesmith and the Artillerist, Mending is nearly essential as you can heal your creations for 2d6 hit points. After every fight you can spend 30 seconds healing your creations back up to full before moving on.
*Catnap* is very useful when combined with *Rope Trick.* The Party chills out safely in hostile territory and gets a short rest _unmolested._ And still *has 50 minutes free* to do prep work, use healers kits, eat goodberrys, cast healing spells, make cunning plans, cast scrying spells (/use abilities), use ritual magic (plus 10 minutes, no spell slot used!),.. _and situationally_ have the archers lean out and rain fire at any passers-by. And if someone's familiar has been splattered, they can use the full hour to get a new one, assuming they've gotten over the loss emotionally. Or just end it early and in *only 15 minutes tops* _you're back......_ and ready for more. That's extremely useful in time constraint situations where you have an hour or so to stop the BBEG's ritual, so you have no time for normal breaks (such as The Gauntlet). It's great for just before the Boss encounter. And since the Artificer usually won't be casting spells in combat as they'll be using weapons and 'pets' for damage dealing, it's no great loss for them to burn those spell slots. Earn that "best Party support" trophy. 🏆
@@nerbs_the_word mine never survive I've only played artificer once and the DM didn't like artificer so he fudged die rolls to kill my constructs and wouldn't let me funnel spell slots like i would be able to
Artificer spells flavored: Acid splash: just a flask of acid Create bonfire: a water cannon that you pump to shoot napalm Dancing lights: alchemical fluid that also creates lights when burning, but in various colors Fire bolt: small bag of gunpowder to throw Frostbite: liquid nitro flask Guidance: emergency preparedness book Light: literally a lantern Mage hand: a little deplorable drone Magic stone: g u n Mending: repair kit Message: can and string Poison spray: Toxic gas spray gun Prestidigitatiom: generic gadget Ray of frost: liquid nitrogen spray gun Resistance: alchemical spray (think sunscreen) Shocking grasp: electrified copper wire gauntlets Spare the dying: first-aid kit Thorn whip: hook shot Thunderclap: pressurized balloon Absorb elements: energy-resistance meche cloak Alarm: just a regular alarm or an alarm hooked up to a neural implant Catapult: handheld cannon or a chain that can be used like a sling Cure wounds: first-aid kit Detect magic: magic radar thingy Disguise self: disguise kit Expeditious retreat: rocket boots that go forward Faerie fire: fluorescent gas False life: adrenaline injection Cover fall: parachute Grease: actual grease Identify: notebook full of info Jump: rocket boots that go up Longstrider: rocket boots that goes forward Purify food and drink: purifier (or a stove) Sanctuary: hallucinogenic gas Snare: just a regular snare Aid: first aid kit Alter self: surgery kit Arcane lock: just a regular lock but cooler Blue: hallucinogenic gas Continual flame: alchemical oil Dark vision: night vision goggles Enhance ability: drug injection Enlarge/reduce: atomic multiplier/divider Heat metal: napalm Invisibility: light refraction cloak Lesser restoration: surgery kit Levitate: terrible jet pack Magic mouth: intercom Magic weapon: supercharge your weapon with a magic crystal Protection from poison: vaccine Pyrotechnics: alchemical explosive Rope trick: helicopter with a rope dangling from it (best I could come up with) See invisibility: thermal vision goggles Sky write: rapid fire flare gun that can be used to flare messages into the sky Spider climb: climbing gear Web: trap Blink: time dialator that lets you stop time long enough to go somewhere else in an instant Catnap: sleeping pills Create food and water: alchemical sludge that makes either water or a milkshake-like soup Dispel magic: alchemical magic-inhibitor Elemental weapon: just cover your weapon in alchemical fluid Flame arrow: just set your arrow on fire Fly: jet pack Glyph of warding: land mine Haste: drugs Protection from energy: reflective meche cloak Revivify: defibrillator Tiny servant: little drone Water breathing: air tank and mask Water walk: raft Arcane eye: camera Elemental bane: alchemical concoction Fabricate: craft something Freedom of movement: lube Secret chest: loot crate Faithful hound: robo-dog Private sanctum: pop-up fortress Resilient sphere: shield bubble Stone shape: nanobot swarm that carves and produces stone Stone skin: pop-up armor Animate objects: nanobots Bigby's hand: robotic hand Creation: alchemical reaction to form a material Greater restoration: surgery kit Skill empowerment: notebook full of random tips and techniques Transmute rock: alchemical rock-altering fluid Wall of stone: gun that squirts a foam that hardens into stone
I recently started playing an artificer for the first time in a new brand campaign and I did not know about being able to switch out leveled spells during a long rest (because my eyes glazed over when going over the class at that part and I assumed that since it was a half-caster it would act like a ranger for some reason). Holy crap that's such a godsend so now I don't have to be super picky about my spell choices. Thanks!
As a Bard who performs magic by humming and singing... I'll never be able to cast Alter Self again without wanting to sing Repo! The Genetic Opera songs hahahaha
2:30 you just filled my heart with an immense amount of joy with this reference incidentally, everyone should go find the beetlejuice musical online and watch the hell out of it
Enlarge is definitely a fun spell. One time our half-orc fighter was being swallowed (engulfed) by a shambling mound and I cast enlarge on her. I wanted her to have a strength advantage to get away, but instead since she was being swallowed, enlarging her tore apart the mound. It died as its meal ripped apart its throat, and the party was in tears.
One Artificer I made is a former space (astral sea) explorer, who crashed his ship and is now stranded in fantasy world. He’s an Artillerist, so I’ve flavoured his spells as different settings on his sonic screwdr- I mean generic Sci-Fi raygun. Until he’s at the level to get his Arcane Firearm I’m just using his Sci-Fi thieves’ tools.
You didn't mention that the Mending cantrip is practically mandatory for two of the four Artificer classes. And the third class is Alchemist which is kinda ehhhhhhhhhhhh
As an Engineer in real life, Artificers are conceptually my favourite class, and fortunately they best fit my personal playstyle. I hope you go through all the Artificer Infusions
Davvy, you make me so happy with your videos, thank you for helping me in this hard times. Hope you yourself are happy and that making someone happy makes you happy in some way.
wait, you telling me fabricate is sorta wasted when artificers have the most tools out of everyone? you can create anything!* *Well, sorta anything anyways.
*RUclipsrs when talking about Spare the Dying:* Just buy a Healer's Kit! *RUclipsrs when talking about the Healer's Kit:* Not worth the gold, just take Spare the Dying!
2:03 No way! Guidance is a GREAT spell! You can cast it outside of combat ALL THE TIME! Picking a lock? Guidance. Jumping a chasm? Guidance. Baking cookies? Guidance.
Creation has actually been extremely useful in every campaign I've been in and none of my DM's realized I had it until I used it. One instance that it really helped was when I used it to make a sand skiff to travel across a desert changing what was meant to be a 3 day trip walking into a 3 hour ride and we avoided potentially dying to the dozen or so quicksand traps our DM later told us they had set up because no one had high dex other than me. Yes, I play a weird dex and charisma heavy Phoenix origin sorcerer
2:38 rightfully points out the concentration drawback on resistance. Sees no problem with dancing lights. Hmm Also. How is continual flame, a 2nd level slot on a partial caster to just make a flame, any good?
I got your use for Jump. Go Grung, cast Jump, dash next turn to go straight up 45 feet or cover 50 feet horizontally. Bonus points for also getting expeditious retreat to be able to jump 75 feet all at level 1. Plenty of shenanigans to be had! They just make great thematic alchemists too. Create potions/poisons by backwashing! Also alchemy jug to keep hydrated even in a desert.
My artificer has a magical robotic arm that opens up to do most of the cantrips he has. The tip of his pointer finger can split apart to reveal the barrel of a flame thrower (burning and incineration are his favourite get out of jail free cards). His pinky folds up to reveal a small crystal that creates illusions and holograms for things like minor illusion or mage hand. He has a tennis ball sized broach on the back of his palm that sprouts propellers for some other spells and the entirety of the arm is just full of 'spells'. He also recently chopped off his own foot for a spring infused peg leg for spells like jump (at the cost of a penalty to movement and acrobatics checks)
the thing with the artificer is that how you play it is really defined by your sublcass and that additional spell list. Like i get that is how most classes are. but this class more than the others especially. Like artillerists and alchemists turn into backline support/secondary damage casters while battle smiths are frontline off fighters and the new armourer can be both and a touch of rogue
I’m running an artificer right now named Sydney. They’re an alchemist I’ve skinned as a kind of Frankenstein. I’ve had a lot of fun skinning everything they make. I’ve made aggressively grape potions, my healing word is a thrown dart that has a little healing potion inside, and I can’t wait to start really cranking out magic items. Artificer needs to track a bunch of stuff but if your able to handle that they’re really fun.
I know that I'm late to the party on this video. As a semi-retired shadowcast member who played GraveRobber for a couple of years I laughed my ass off when I heard the "Zydrate Anatomy" lyric. Thanks for that Davvy, I needed a laugh and a reminder of some great memories.
One way I have thought of to flavor my artificer idea for their ranged spells is that they wear gauntlets with revolver cylinders attached, and each cylinder is a different spell effect they can rotate to at any given moment.
Arcane eye is really neat when you combo it with an eldritch cannon. Now your turret is a remote controlled terminator, climbing up walls and smashing in through windows, shooting everything while you stay safe.
I wouldn't give message a 1. You don't announce the secret message when you use the cantrip. Only you and the target know what you say unless someone else can read lips for some reason. And we've always ruled that you can slight of hand the pointing against perception to hide the fact that you point at a target.
Watching a campaign where the wizard is using message to convince the low INT Fighter he's been chosen as a champion by the god of Light and Justice kekw
I don’t think you’re giving glyph of warding enough credit, if you have the time to prepare an area for a fight, you can use it with concentration spells to get the full duration without the chance of losing concentration, so with 30 ft of movement you can run over 6 glyphs and have 6 spells cast upon you at once
For Sanctuary: I put a black and white Hypno-disk on my gauntlet with a spherical, dented, silver-mirror in the middle. Mounted it like a rotating shield. The spinning pattern and sparkly lights distract the enemy and make them forget what they were doing.
Best artificer spell is [ G u n ]
Firebolt = flamethrower
@@Neutral_Tired More like plasma rifle.
take spell sniper and grab eldritch blast if you're planning on being an artillerist gunslinger. cantrips scale off player level so even if you were to take a 2 level dip in warlock to add your charisma modifier you don't lose progress towards getting multiple blasts. also, 300ft range. you now have an actual laser revolver.
[Wholesale stole this comment from another video]
"Abra Kadabra? More like Avtomat Kalashnikova."
@@MKelly-gj1tu I know this is an old comment, but if you really want you could just go variant human and grab magic initiate to get the eldritch blast so you don't have to multiclass. Sure you miss out on an evocation but that's more space for dipping into evocation wizard so you're blasty spells don't hit your friends.
Mending is actually a really useful Cantrip for an Artificer. It's essentially free healing for Battle Master's pet robots, and for any Artificer who has the Homunculus Servant. It can also heal the Artillerist's Cannons, though as they disappear after an hour it's a bit more situational.
Also good for when you roll natural 1's eventually and the DM says you broke a thing
The only issue I have with mending is that the casting time is 1 minute.
SecularMentat what is the last time you fix something while in combat?
If you're an artificer who is also an autognome, you can heal yourself! It's exactly the same as taking a short rest, hit die cost and all, but you don't have to stop and rest for it.
Fun fact: I once used Tiny Servant inside a rival wizard's tower to set his cooking cauldron and a small crate loose in the place, basically having them steal everything not nailed down in the 8 hours they exist and bring it outside his wards so that I could just walk away with both of his spellbooks and a ton of magic items
I still disagree with Guidance only being a 1. A free d4 at any time (out of combat) is huge, look at how often in Critical Role the Guidance spam saved their rolls. I’ll always take a free +1-4 modifier.
I think the reason he rates it so low is cuz its primarily used on clerics and or druids? I mean its not like bards, that have an entire class feature with limited uses... that... *does basically the same... thing* (bar attack rolls n stuff)
damn thats gotta suck. I just feel bad for bards at this point.
One of my players had Guidance. That player basically used it non-stop.
I play a glamour bard and still plan on dipping 1 level in to divine soul sorcerer for bless and guidance because at level 11 whats better than +1-10 to a d20 roll idk +2-14
Also, Aid (another 1 davvy) contributes to me and my friend's idea of whats known as the "Unkillables". 3 barbarians, 1 cleric who uses every single spell slot on aid, and each barbarian alone had more health than a terrasque on *average* or something. Combined? they can outlast an army of a few hundred men probably.
The Endurian Gamer The thing is that eventually Inspiration dice run out. The big difference between sharing this spell with clerics and druids and sharing other spells is that this is a Cantrip (as opposed to a leveled spell), so an Artificer can use it just as much as anyone else.
I like to flavour all of my touch healing spells as a massive adrenaline needle
Same here. Well, that and a spray type medicine similar to the potions in Pokémon.
I pull out a small box full of tiny mechanical spiders that crawl all over the target's body and (partially magically) stitch their wounds back together.
@@The_Number1Candyman screams in Arachnophobia and Trypanophobia
I prefer electrodes that jolt characters back to life, but whatever it is as long as it makes the other characters really hesitant to let the artificer heal them, then you are playing it right.
So Blood Vials from Bloodborne?
Guidance- lets you add a 1d4 to ANY skill check as long as you know it coming and sometimes when you don’t but cast it on yourself anyway because it’s a cantrip why not? I don’t understand why Davvy doesn’t think that’s amazing. True it’s not good in combat unless you cast it before hand because then you can get higher initiative but still. It’s a minimum of +1 to all skill checks and a maximum of +4 which is incredibly useful ESPECIALLY FOR A CANTRIP.
Fabricate- When you’re playing an Artificer that has tool proficiencies out the butthole, Fabricate is amazing. As long as you have the raw materials you could make any type of armor, any type of weapon, countless traps limited only by your imagination, literally anything non magical that you have a tool that could be associated with, you can make so long as you get the raw materials in front of you and no matter what it is, it’s done in 10 MINUTES instead of multiple WEEKS.
Yes, fabricate is great, but the artificer gets creation, not fabricate. And creation is shit because the stuff you make disappears after a short while.
Riesenfriese 6:24
Riesenfriese you can do a lot with the stuff you make from creation. Summon a few thousand gold, go on a quick shopping spree, and get out of town before the gold disappears. That’s the definition of a great session.
Sanctuary is putting a brown paper bag over someone's head with a picture of a puppy drawn on it
ok, so Enlarge/Reduce is extremely useful. Take your wizard's crystal ball, cast the magic on it and you've got a giant bowling ball. Or make a barrel of explosives become the equivalent to 8 barrels of explosives, hell you could even do a pretty effective ant-man move with Reduce. Basically, your entire inventory and surroundings become a deadly weapon.
Besides, it can also be very useful to make your orc barbarian able to stand shoulder to shoulder with an ogre.
Also very useful if you are tasked with stealing something very heavy. Making it 1/8 of the original weight makes a world of difference if youre trying to sneak off.
@@2MeterLP Or if you're caught already, enlarge yourself and chuck it at them
Yeah I've used it quite effectively in the past. Cast it on the Orc barbarian and make a power rangers reference while you do.
You can also fly by using Enlarge/Reduce on yourself and then using Mage Hand to carry yourself around, if you're a Gnome, Halfling, Kobold, Goblin, or another small race
You should just do a “Davvy’s Table Rules” for homebrew you find effective
Didn't he already do a video on that?
idk if he did but XPtoLevel3 has a good video about his house rules
If Davvy thought about homebrews he'd just make Spare the Dying a ranged spell like it is in every other edition and never pretend a healer's kit is useful for Casters ever again.
I love the idea of flavour with the artificer spells, tossing jars of magic, gun like contraptions and so on
my Artificer uses Enlarge/Reduce on the Artillerist's Eldritch Cannon (summoned at small size) and rides it around (enlarged to medium size) while swiping at enemies with a longsword
That’s... BRILLIANT!!!
@@datalysjr3339 thanks! It's fun to roleplay because he just teases cultists from atop the cannon like "Aw, can't seem to reach me, love?" and then makes the flamethrower cannon go off in their faces as a bonus action
why not just go battle smith and ride the steel defender? save a spell slot as it's already medium, and get proficiency in martial weapons since you are using a sword anyway
@@MegaFireFoot because I've already made the character - the dm wouldn't let me suddenly switch subclasses. besides, the character isn't built around that one thing that he sometimes does, I was just naming a use that my character has for the spell, because Davvy Chappy only rated it one Davvy out of three
@@leoskoble fair enough
I’m surprised you rates “Light” and “Dancing Lights” so high considering how the Artificers magical tinkering pretty much replaces them. In fact, the light part of that ability is exactly like the light cantrip, only the radius of light is smaller.
Edit: Also surprised you rated Magic Weapon at a two, when there are 4 different infusions that invalidate that spell.
Edit 2: People are saying that Dancing Lights and Light have 30 foot radii of light. The Light cantrip does, Dancing Lights doesn’t. Each globule emits a 10 ft radius of dim light, that’s it. You can’t stack the lights, they are all just a small barely usable radius of light.
I guess it depends on whether you'd rather free up infusions or known spells.
magicsword49 For the second point, yeah, that’s fair, but for the first one, Magical Tinkering uses up pretty much none of your resources
@@magicsword49
Well, artificer can make things glow without infusions. It's part of the level 1 skill.
@@garrettwade1294 but it's only 5' radius. Light or a torch is needed to really see
Honestly I feel like infusions are better served with the ones that bypass a restriction (repeating or returning) or giving you some utility and spells are better for do or die things because of the limited slots.
I think your under valuing "Fabricate."
If you're playing an Artificer, than I would rule it; if you make your skill check you can make whatever you want with the raw materials without having to put the Hours & Gold into it.
It's also just a great spell for creative players to find ways around obstacles!
Any spell can be great if you homebrew it to remove limitations.
@@BeaDSM Sure, but if it's limitations make it useless beyond a novelty then maybe honebrewing it is better.
But it can already do that. It says that you can create intricate objects if you have proficiency in the tool needed to create said object.
“You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, Weapons, glass, or armor, UNLESS you have proficiency with the type of artisan's tools used to craft such Objects.”
@@speeddevil4040 and being an artificer you can then use one of your infusions to make it a magic weapon or depending on the benevolence of your dm use it to take some regularly useless weapons and armor and turn them into more valuable ones that you can then sell for a tidy profit
My favorite use of Enlarge/Reduce?
My party once came across two hill giants beating up a smaller hill giant.
I immediately cast Enlarge on the “smaller” hill giant, making him Gargantuan in size.
The giant we aided smiled down at the two now-smaller giants and started beating them up.
I like to keep a small boat or other vehicle on hand. Cast enlarge and you have a handy escape or a wagon to carry a severed dragons head
@@Whitby_Abbeys_Ghost you could also cast reduce on the head, making it 1/8 of the weight. The party in my game was tasked with stealing a huge fire crystal. The wizard came to the conclusion that its easier to steal a normal-sized crystal
@@2MeterLP true I've done that as well. It's just really convenient to have a ride handy whenever you need it
@@Whitby_Abbeys_Ghost doesnt Enlarge only last a minute though? you wouldn't be able to carry that head very far
@@ANewKindOfGamer in our games the spell lasts about an hour. I forget if that's official or not though
Davvy: "learn to throw your voice, good with friends, fun at parties"
Me: "Davvy chappy, davvy chappy, davvy chappy" 😂
Never thought I'd hear a Repo reference in a dnd video.
Same here. This was the first time I have heard anyone reference Repo! the Genetic Opera.
I swooned.
The only thing I can watch with Parris Hilton
Right?!
Dude, we literally channel lightning to make magic books write words on other people's books across the world. Magic is just tech that isn't understood.
I have based many characters D&D related and not on that quote
Magic items might be tech but magic is more of a science! You foool!
Sorry.
I've always wanted to play an artificer who uses calligrapher's tools as a focus and they use writing as a form of magic as they write in the air and on items and people
this makes me want to homebrew a rune mage subclass for the artificer
“I prepared explosive runes today.”
I have good news!
Feats UA had artificer adept
Free spells and a tool of your choice as a casting focus
oooo. check out the book elantris by Brandon sanderson
2:22 For the Battlesmith and the Artillerist, Mending is nearly essential as you can heal your creations for 2d6 hit points. After every fight you can spend 30 seconds healing your creations back up to full before moving on.
Note: Wall of Stone can be made permanent if concentrated on for the full duration
davvy is a repo fan! would not have expected that
4:10 Grave Robber. Grave Robber. Sometimes I wonder why I need you at all!
*Catnap* is very useful when combined with *Rope Trick.* The Party chills out safely in hostile territory and gets a short rest _unmolested._
And still *has 50 minutes free* to do prep work, use healers kits, eat goodberrys, cast healing spells, make cunning plans, cast scrying spells (/use abilities), use ritual magic (plus 10 minutes, no spell slot used!),.. _and situationally_ have the archers lean out and rain fire at any passers-by. And if someone's familiar has been splattered, they can use the full hour to get a new one, assuming they've gotten over the loss emotionally.
Or just end it early and in *only 15 minutes tops* _you're back......_ and ready for more. That's extremely useful in time constraint situations where you have an hour or so to stop the BBEG's ritual, so you have no time for normal breaks (such as The Gauntlet).
It's great for just before the Boss encounter.
And since the Artificer usually won't be casting spells in combat as they'll be using weapons and 'pets' for damage dealing, it's no great loss for them to burn those spell slots. Earn that "best Party support" trophy. 🏆
Surprised Mending’s only a 2, given its utility in 2 of the official Artificer subclasses Edit: got my numbers mixed up
Battle Smith can repair their Battle Dog and the Artillerist can repair their turrets. Mending is AMAZING for Artificers
It takes a minute to cast it so it's hard to do in combat
@@thewolverine7619 But between combats, you can heal your constructs back to full
@@nerbs_the_word mine never survive I've only played artificer once and the DM didn't like artificer so he fudged die rolls to kill my constructs and wouldn't let me funnel spell slots like i would be able to
Nerb's_the_Word Also, Homunculi
Fabricate is my favorite downtime spell for the artificer. You can use it to turn 10gp of iron and leather into 1500gp of plate mail every single day.
OMFG I'm so happy you put in the line "when then gun goes off..." I've had that damn song stuck in my head for weeks
Web: You must say "I hope you like bondage" every time you use it.
You're welcome
Ah I see, a man of culture as well 🧐
@@datalysjr3339 I did it ONCE during a campaign, no one has forgotten ever since.
Artificer spells flavored:
Acid splash: just a flask of acid
Create bonfire: a water cannon that you pump to shoot napalm
Dancing lights: alchemical fluid that also creates lights when burning, but in various colors
Fire bolt: small bag of gunpowder to throw
Frostbite: liquid nitro flask
Guidance: emergency preparedness book
Light: literally a lantern
Mage hand: a little deplorable drone
Magic stone: g u n
Mending: repair kit
Message: can and string
Poison spray: Toxic gas spray gun
Prestidigitatiom: generic gadget
Ray of frost: liquid nitrogen spray gun
Resistance: alchemical spray (think sunscreen)
Shocking grasp: electrified copper wire gauntlets
Spare the dying: first-aid kit
Thorn whip: hook shot
Thunderclap: pressurized balloon
Absorb elements: energy-resistance meche cloak
Alarm: just a regular alarm or an alarm hooked up to a neural implant
Catapult: handheld cannon or a chain that can be used like a sling
Cure wounds: first-aid kit
Detect magic: magic radar thingy
Disguise self: disguise kit
Expeditious retreat: rocket boots that go forward
Faerie fire: fluorescent gas
False life: adrenaline injection
Cover fall: parachute
Grease: actual grease
Identify: notebook full of info
Jump: rocket boots that go up
Longstrider: rocket boots that goes forward
Purify food and drink: purifier (or a stove)
Sanctuary: hallucinogenic gas
Snare: just a regular snare
Aid: first aid kit
Alter self: surgery kit
Arcane lock: just a regular lock but cooler
Blue: hallucinogenic gas
Continual flame: alchemical oil
Dark vision: night vision goggles
Enhance ability: drug injection
Enlarge/reduce: atomic multiplier/divider
Heat metal: napalm
Invisibility: light refraction cloak
Lesser restoration: surgery kit
Levitate: terrible jet pack
Magic mouth: intercom
Magic weapon: supercharge your weapon with a magic crystal
Protection from poison: vaccine
Pyrotechnics: alchemical explosive
Rope trick: helicopter with a rope dangling from it (best I could come up with)
See invisibility: thermal vision goggles
Sky write: rapid fire flare gun that can be used to flare messages into the sky
Spider climb: climbing gear
Web: trap
Blink: time dialator that lets you stop time long enough to go somewhere else in an instant
Catnap: sleeping pills
Create food and water: alchemical sludge that makes either water or a milkshake-like soup
Dispel magic: alchemical magic-inhibitor
Elemental weapon: just cover your weapon in alchemical fluid
Flame arrow: just set your arrow on fire
Fly: jet pack
Glyph of warding: land mine
Haste: drugs
Protection from energy: reflective meche cloak
Revivify: defibrillator
Tiny servant: little drone
Water breathing: air tank and mask
Water walk: raft
Arcane eye: camera
Elemental bane: alchemical concoction
Fabricate: craft something
Freedom of movement: lube
Secret chest: loot crate
Faithful hound: robo-dog
Private sanctum: pop-up fortress
Resilient sphere: shield bubble
Stone shape: nanobot swarm that carves and produces stone
Stone skin: pop-up armor
Animate objects: nanobots
Bigby's hand: robotic hand
Creation: alchemical reaction to form a material
Greater restoration: surgery kit
Skill empowerment: notebook full of random tips and techniques
Transmute rock: alchemical rock-altering fluid
Wall of stone: gun that squirts a foam that hardens into stone
I recently started playing an artificer for the first time in a new brand campaign and I did not know about being able to switch out leveled spells during a long rest (because my eyes glazed over when going over the class at that part and I assumed that since it was a half-caster it would act like a ranger for some reason). Holy crap that's such a godsend so now I don't have to be super picky about my spell choices. Thanks!
A Repo! The Genetic Opera reference in 2020!? You truly are a bard amongst mortals
As a Bard who performs magic by humming and singing... I'll never be able to cast Alter Self again without wanting to sing Repo! The Genetic Opera songs hahahaha
Davvy: _Shows a Shadowrun picture in one of his videos_
Me: "Don't. Don't give me hope."
Surprised to hear a Repo the Genetic Opera quote. But super excited that someone else is aware of it.
WAS THAT A GOD DAMN REPO THE GENETIC OPERA I HEARD
2:30 you just filled my heart with an immense amount of joy with this reference
incidentally, everyone should go find the beetlejuice musical online and watch the hell out of it
DAVVY CHAPPY OUT HERE WITH THE REPO THE GENETIC OPERA REFERENCE MAKING ME SWOON
Revivify- portable defibrillator
Burning hands- blowtorch
Create bonfire- Molotov cocktail
Otiluke's resilient sphere- halo bubble shield
The OR Sphere can also be cast on an enemy and placed in harm’s way, over a cliff, etc.
Enlarge is definitely a fun spell. One time our half-orc fighter was being swallowed (engulfed) by a shambling mound and I cast enlarge on her. I wanted her to have a strength advantage to get away, but instead since she was being swallowed, enlarging her tore apart the mound. It died as its meal ripped apart its throat, and the party was in tears.
.,,,,a repo reverance.......dude i love you more
Ahem Power armour subclass makes you a arti-FISTER!
Like an arti-Fisto? -Please assume the position-
@@HotBlasterBot oh-OH NOOOOO!
@nicholas stephen casey ngl that's pretty cool!
Beetlejuice reference makes my brain make the happy
I am infected by your genetics!🎶
And now I have to listen to the Beetlejuice musical again. Thanks for reminding me Davvy! (I don't know how to make this not seem sarcastic)
unexpected but welcome Beatlejuice reference
*Any sufficiently advanced technology is indistinguishable from magic.*
2:29 nice beetlejuice reference 🐞🧃
One Artificer I made is a former space (astral sea) explorer, who crashed his ship and is now stranded in fantasy world. He’s an Artillerist, so I’ve flavoured his spells as different settings on his sonic screwdr- I mean generic Sci-Fi raygun. Until he’s at the level to get his Arcane Firearm I’m just using his Sci-Fi thieves’ tools.
Zydrate Anatomy reference, you are officially cool!
Great Repo reference!
Love the Beetlejuice musical reference
You didn't mention that the Mending cantrip is practically mandatory for two of the four Artificer classes. And the third class is Alchemist which is kinda ehhhhhhhhhhhh
YOOOOOOO!~~~ REPO~~~!!!
She ready for surgery!
I really didn’t expect the repo! joke, shit gave me whiplash
My favorite class talked about by my favorite RUclipsr
YES!!! MORE OF MY FAVOURITE CLASS!
As an Engineer in real life, Artificers are conceptually my favourite class, and fortunately they best fit my personal playstyle.
I hope you go through all the Artificer Infusions
Davvy, you make me so happy with your videos, thank you for helping me in this hard times. Hope you yourself are happy and that making someone happy makes you happy in some way.
wait, you telling me fabricate is sorta wasted when artificers have the most tools out of everyone? you can create anything!*
*Well, sorta anything anyways.
Wooooowwww you are the first person I’ve ever seen make a repo the genetic opera reference
*RUclipsrs when talking about Spare the Dying:* Just buy a Healer's Kit!
*RUclipsrs when talking about the Healer's Kit:* Not worth the gold, just take Spare the Dying!
i can’t remember where i heard it but i love the idea that “any sufficiently advanced technology is magic”
That's the third of sci-fi author Arthur C Clarke's three laws.
"Any sufficiently advanced technology is indistinguishable from magic."
@@Oniphire YES! thats the one!
Beetlejuice? Is that you there in the cantrips?
The enlarge spell as an artificer sounds like d&d finally has a mech suit.
Damn, I'm an idiot. How many of these videos have I watched & just now saw the Davys indicating how good the spell is.
6:51 Combine them both to shape skin! Fun for the whole family.
That beetlejuice reference was A+
the beetlejuice bit killed me
Thumbs up for the Repo reference
the beetlejuice reference lol
Did you just make a fucking Repo! reference??? Davvy I thought I couldn't love you more
Also, totally looking up that song&then I'll finish your video
That throwing your voice gag was very well done. It got a laugh out of me
Honestly for infusions just put identify on a ring so you can hold it or hover over it a b d find out what it is
Am I the only one that caught the REPO! reference?
Artificer jump, could be spring-shoes, or a pogo-stick.
2:03 No way! Guidance is a GREAT spell! You can cast it outside of combat ALL THE TIME! Picking a lock? Guidance. Jumping a chasm? Guidance. Baking cookies? Guidance.
Creation has actually been extremely useful in every campaign I've been in and none of my DM's realized I had it until I used it. One instance that it really helped was when I used it to make a sand skiff to travel across a desert changing what was meant to be a 3 day trip walking into a 3 hour ride and we avoided potentially dying to the dozen or so quicksand traps our DM later told us they had set up because no one had high dex other than me. Yes, I play a weird dex and charisma heavy Phoenix origin sorcerer
Nice beetlejuice reference.
I have litterally carried combats by using catapult. It is insanely strong and useful.
2:38 rightfully points out the concentration drawback on resistance. Sees no problem with dancing lights. Hmm
Also. How is continual flame, a 2nd level slot on a partial caster to just make a flame, any good?
That also costs 50gp (that is consumed)
Because the duration is until dispelled, which means you can set the flame up, and switch out the spell on the next long rest.
I love that Beetlejuice reference at 2:30!
I got your use for Jump. Go Grung, cast Jump, dash next turn to go straight up 45 feet or cover 50 feet horizontally. Bonus points for also getting expeditious retreat to be able to jump 75 feet all at level 1. Plenty of shenanigans to be had!
They just make great thematic alchemists too. Create potions/poisons by backwashing! Also alchemy jug to keep hydrated even in a desert.
My artificer has a magical robotic arm that opens up to do most of the cantrips he has. The tip of his pointer finger can split apart to reveal the barrel of a flame thrower (burning and incineration are his favourite get out of jail free cards). His pinky folds up to reveal a small crystal that creates illusions and holograms for things like minor illusion or mage hand. He has a tennis ball sized broach on the back of his palm that sprouts propellers for some other spells and the entirety of the arm is just full of 'spells'. He also recently chopped off his own foot for a spring infused peg leg for spells like jump (at the cost of a penalty to movement and acrobatics checks)
I think _Mending_ should get a 3 where Artificers are concerned.
Can’t wait for that Wizard Spell Guide
the thing with the artificer is that how you play it is really defined by your sublcass and that additional spell list. Like i get that is how most classes are. but this class more than the others especially. Like artillerists and alchemists turn into backline support/secondary damage casters while battle smiths are frontline off fighters and the new armourer can be both and a touch of rogue
I’m running an artificer right now named Sydney. They’re an alchemist I’ve skinned as a kind of Frankenstein. I’ve had a lot of fun skinning everything they make. I’ve made aggressively grape potions, my healing word is a thrown dart that has a little healing potion inside, and I can’t wait to start really cranking out magic items. Artificer needs to track a bunch of stuff but if your able to handle that they’re really fun.
I heard a Dos2 reference. Immediate like. Good job, Davvy, good job.
Dang you and your musical references. Makin' me laugh.
I know that I'm late to the party on this video.
As a semi-retired shadowcast member who played GraveRobber for a couple of years I laughed my ass off when I heard the "Zydrate Anatomy" lyric.
Thanks for that Davvy, I needed a laugh and a reminder of some great memories.
One way I have thought of to flavor my artificer idea for their ranged spells is that they wear gauntlets with revolver cylinders attached, and each cylinder is a different spell effect they can rotate to at any given moment.
Was that a Repo! The Genetic Opera reference?
Quick, how do I subscribe a second time?!
3:49 What if you want to KEEP your bonus action? Or, maybe, stack both spells?
I’m playing an Alchemist artificer rn and my character is functioning a group healer/support. I’m great time with the artificer spell list.
Arcane eye is really neat when you combo it with an eldritch cannon. Now your turret is a remote controlled terminator, climbing up walls and smashing in through windows, shooting everything while you stay safe.
I wouldn't give message a 1. You don't announce the secret message when you use the cantrip. Only you and the target know what you say unless someone else can read lips for some reason. And we've always ruled that you can slight of hand the pointing against perception to hide the fact that you point at a target.
Watching a campaign where the wizard is using message to convince the low INT Fighter he's been chosen as a champion by the god of Light and Justice kekw
How could I disagree on almost every point? Oh well, your videos are always entertaining! 👍🏻
Ayy, Beetlejuice!!
I don’t think you’re giving glyph of warding enough credit, if you have the time to prepare an area for a fight, you can use it with concentration spells to get the full duration without the chance of losing concentration, so with 30 ft of movement you can run over 6 glyphs and have 6 spells cast upon you at once
For Sanctuary: I put a black and white Hypno-disk on my gauntlet with a spherical, dented, silver-mirror in the middle. Mounted it like a rotating shield.
The spinning pattern and sparkly lights distract the enemy and make them forget what they were doing.