@@Spiceodog only moving 15ft at a time makes Unseen Servant a lot riskier than find familiar! I prefer to stay WAAAY away from the Demogorgon/Tarrasque/Aspect of Taimat or whatever you want to destroy with this! Still, Unseen Servant would absolutely work if you could get it close enough to the enemy without risking it or you being destroyed!
Wouldn't it be useless against enemies that can use contact other plane, astral projection, message and know an enemy with plane shift or an item that allow inter-dimensional travel? I mean, It may work on a tarasque but an ancient dragon or other intelligent high leveled enemy is likely to have powerfully allies or subordinates that might be able to bring them back.
Page 13, Tasha's Cauldron of Everything, infusing an item; "each of your infusions can be in only one object at a time", meaning, you can only have one (insert infused item) at a time. The combo is possible, just not in the way you say, and not as easy. Magic item savant (Artificer, level 10 ability) lets you create common and uncommon magic items in a quarter of the time for half the gold, you could use your infuse item to create 1 spellwrought tattoo, and 1 bag of holding, then in a week of downtime (give or take) you could craft an actual spellwrought tattoo and bag of holding and pull off the combo, the downside being most DM's will know what you're trying to do and could easily prevent or allow it, in the end it will be up to the DM if you get to do it or not.
The recently released Aspects of Tiamat and Bahamut stat blocks are the most terrifyingly powerful beings ever to be put to the paper of 5th edition. Their stat blocks are truly awesome, with many incredible powers and abilities. But you know what's not on there? Planeshift... >:)
Can confirm that Aspects of Tiamat and Bahamut are precisely CR 30 with back-to-back encounters. If you thought fighting the Aspect of Bahamut was fun, wait till the immediate round 2 and do it all over again! 🤣 Then again, this combo could fix that problem in one shot.
@@pandoratheclay yeah you'd definitely piss off the actual God by doing this to their avatar, but if it comes to that and Tiamat is rampaging in the material plane, you're gonna piss them off no matter what you try and do to stop them! Better this than trying to directly fight them (in my opinion anyway, they scary af)
In a multi-year campaign I ran, my players found a bag of holding at fairly low level. A year later, they killed a wizard and took his robes, which had a bag of holding enchantment on the pockets. They didn't have a wizard, but they decided to hold on the robes, and I asked them where they put them. They had access to the item descriptions but had completely forgotten about this aspect of them. My question, however, psyched them out and they did a whole series of checks on the robes to find out if they were cursed or defective, to no avail. Eventually, the Tortle cleric decided to tie the robes around his neck to wear like a cloak, and we moved on. Every once and a while, if he changed his equipment, I'd ask where he had the robes. They stayed paranoid but oblivious to the true threat, and always kept wearing them. Months later, at level 20. They are sneaking into the BBEG's fortress, which is guarded by a flight of dragons. They decide that to improve the Tortle's terrible stealth during this scenario, he'll use his ability to hold his breath for an hour and hide inside the bag of holding. I ask him if he's absolutely sure he wants to do that. He says yes, he can hold his breath. And so he climbs in, putting his robes of holding inside the bag of holding, and rips a hole to the astral sea. I ask where everyone else is in relation to him. Most are standing fairly close, since they're hiding. They go with him except for the fighter, who was farther out, left alone and confused. Dropped into the astral sea, stranded at the climax of the campaign. None of them had the plane shift spell prepared. As soon as I said it, they remembered how bags of holding work. I switch the map on Roll20 to the spare map I'd had prepared for over a year now, a massive, 400x400 square void, empty except for them at the center, and an Astral Dreadnaught (CR 30) at the edge. Let them scroll around the map, seeing nothing, until one notices the dreadnaught, an incredibly massive monster, lurking in the distance. Coming towards them. And that's how I got them to finally use the emergency panic button to call their archmage patron for help, after years of them stating they'd never use it. Getting plane-shifted back to the gates of the BBEG's lair did ruin their stealth attempt, however, but the mage stayed to help out with the horde of dragons that immediately flocked toward them.
I Absolutelly loved it. Ill probably do something like that too. Reward them with "holding" enchanted stuff and monitor where they are putting it. Hahahhahaa
I did it against an adult black dragon using to monkeys made with conjure animals Since that now on our games if you put a BoH inside another it is just lost forever
@@DnDShorts offbeat outlaw did a skit with a character that did this. DM ruled that because he didn't kill it (just sent it away) he didn't actually get any experience from defeating it since it's still alive and healthy just not there.
A friend of mine tried doing that. The dm fucked with it though because he didn't want the villain being instantly defeated so said that he got some of his troops who were marching with him. Even though the leader was in front so he 100% should have been easy to get with it
@@brunocarvalhobernardino3791 Yeah, except the description of the Bag of Holding in 5E specifically says a Gate to the Astral Plane is opened. Seems kinda... Kinda like a cheap move on the part of the DM.
or as my DM would say, an acrobatics check to see if the hawk was able to accurately fly into the back of holding and then I'll need a strength check from the bird to see if it was able to hold onto the back of holding as it was doing the maneuvers to fly into the bag.
Your DM's are mean. I would rule that all of the tarrasque within 10ft of the bag is pulled into the astral plane (so choose your epicenter carefully). Creative gameplay is awesome. I love it. easiest XP ever, good job! Mind you... that just means I need to step up your challenge rating...
Give them names so the DM doesn't get suspicious. Secondly, they don't die, well not immediately. if the entire Tarasque goes astral and they join him, they may end up a snack. I'm not sure they couldn't move faster there though.
Eldritch Knight: "Before we all roll for initiation... I sneak... I cast two individual Magic Hands... I let those Magic Hands use two Bags of Holding created by the Artificer... I Action Surge Teleport away then use my other Teleport Spell... The BBG is sent into the Astral Plane." GM: "Is that legal?..." The Book: "Technically... The Eldritch Fighter isn't in combat and the Spell rules only pertain to casting one individual magic more than once. As long as they keep track of each Magic Hand durations." GM: "Makes sense..." The Bard: "And they said I was the powerful one... Oh, hay Red Dragon."
You don't even need a BBEG or anyone else. There are naturally occurring portals in the astral. They're called color pools (cause they look like pools of color, I know you didn't expect that) and they're not exactly all over the place, but they do exist and they can lead, ANYWHERE basically. The Astral is the stuff between the planes, so it's connected to almost all of them. So at ANY TIME YOU WANT you can just say a Tarrasque hit a color pool and that's how you're fighting a flying Tarrasque in the plane of air.
Yes, "a" very angry tarrasque. Because they only did it once. They definitely did not do it fifteen times letting you bring the apocalypse down on them.
"Okay, Wizard. Use your Wish Spell." "But the Tarrasque is immune to Spells." "Not immune to physics." "I cast Wish... I wish for massive foods fit for the Tarrasque!!!" "That wasn't what I had in mind but even a Tarrasque wouldn't deny itself food... I cast Teleport, then Action Surge Teleport, then cast Teleport away from the Tarrasque." "What? Why didn't you tell me?" GM: "An angry Tarrasque is still an angry Tarrasque." Wizard: "Well... This is how I am remembered... FIRE BALL!!!" GM: "And the Eldritch Knight flees the battle while the entire area is lit in flames by the Wizard Hero." Tarrasque: "Did I do something?... Oh, food.", said so calmly.
That is a classical combo to throw someone away in to the astral sea. For DM`s out there you should know it`s not that bad to throw someone in the astral. Creatures are not really trapped in there. The astral sea does have billions of portals called color pools that can lead you literally anywhere in the multiverse. And there is a lot of cool places like Tu'narath the capital of githyanki. And at least you don`t have to eat or drink there and you almost never age!
Ok but the tarrasque is barely sentient at 3 intelligence . Is it really going to find its way back if it has to choose from a billion portals ? Hell even if you are very intelligent i bet it would take you quite a while to get back after beeing banished . Maybe you get yeeted back again after everyone learns of this trick ; p
Ooh, the tarrasque falls through another portal and lands on some other plane. The inhabitants of that plane use powerful divinations to determine who saddled them with a tarrasque, and you have archefey or something contacting the party to demand they take it back. Could be a fun plot twist. Or the githyanki tame the beast...
@@athanasiospapazoglou7310 I like to think that the people living in the astral sea would send it back; they definitely don't want countless planes yeeting world ending monsters into their back yard and surely have some deterrent.
@@amirabudubai2279 Maybe they just switch around the world ending monsters sometimes so people get one back they don't know how to deal with. Get rid of a tarrasque, get back a demon prince or Godzilla.
Important to note: The astral plane is riddled with portals (both permanent and temporary, random ones) that lead to most of the other planes. Since the Tarrasque is immortal, all you've really done is slow it down, albeit it has been slowed down for much longer than most BBEG's would be, because it's dumb as a rock and can barely move in the astral plane at all.
Oh, and the fact that entering the Astral Plane doesn't immediately kill you when you enter it like many other planes do. In fact, you don't age, suffer the effects of hunger or thirst, and the effects of a disease and poison are halted. However, when you leave, all of those things will come rushing back at once, so don't spend too long in there!
@@backonlazer791 that bit of lore changed some time ago, not sure which edition of the top of my head, but old githyanki don't drop dead the moment they exit anymore. Time just resumes for you where it left off. Probably for the best, at least for the things living on the Astral Plane whenever they find themselves on another plane. It would be a bit embarrassing to send a veteran squad githyanki on a raid only for them to all turn geriatric, soil themselves, and die the moment they plane shift. 🤣
The tarrasque also has a mighty THREE (3) intelligence. In the astral, your movement speed is determined by your intelligence score, so the tarrasque can only move about 9 ft per round.
This is a scary combo, one which could easily get the attention of creatures interested in the universe's stability. Getting an Inevitable hunting you at level two is certainly an achievement.
@@DDCRExposed yeah, basically reference frame. Hell, it could be created irl rn. Imagine ten times reference frame with a 3 inch cube or the .04 by 3 inch cap of a pen. Edit: created, not posted.
But if you put a straw sticking outside of a Bag of Holding while putting that Bag of Holding into another one. Is that 4rth Dimensional Space??? Or if you revert the Bag of Holding inside and out. Is that a Pocket Dimensional Portal, a black whole, or a reverse black hole???
*Puts the Astral Terrasque portalling back from the Astral Plane in the "things to spring on the party at inopportune time as a measure of revenge" list Also another reason to advocate milestone levelling.
The Astral Plane is littered with things called Color Pools that are portals that lead to, basically anywhere. If the Astral Plane borders it, you can get there. It's the space BETWEEN realms, so of course you can use it as a dimensional highway. The Tarrasque isn't going anywhere very QUICKLY, cause intelligence 3, but EVENTUALLY this immortal bastard will run into a color pool. And since time itself is more of an optional extra in the astral plane, that means you're 100% justified in dropping a Tarrasque onto your party in almost any plane at any time you feel like it. The lore is on your side. The players, definitely will not be though.
Juggernaut: "Oh... It's one of those lizards. I'll just push him into this portal. I'm sure whoever it is will have a fun time." The Party: "It must be the wind..."
I mean, usually a familiar is returned to its home plane. The feywild for fey familiars. There are also celestial and fiend familiars. I'd say being stuck in the astral realm is still problematic for them, as they don't usually have the ability to dimension-hop at-will. So, you'd need to find new familiars. This may not be a problem for you, but it is for _them._ Among the heavily flawed explanation in the video, D&D Shorts says that creatures ported to astral space are stuck there and he says that no familiars are harmed in this process. One of those two citations is wrong.
@@WhyYouMadBoi Also, I'm sorry you haven't been able to experience familiars with personalities. You'll never appreciate them properly until you do. Also, that's largely the player's responsibility.
As DM, I like to rule that only material within the 10 ft radius is pulled into the astral plane. So you don't send the whole tarrasque into the astral plane, you just send his head. And of course the tarrasque's head and body are very inconvenienced by the separation.
Doesnt it regenerate fairly quickly? I remember that used to be the biggest problem when dealing with one. You couldnt outright kill it because its hp would just recover so dang fast. Wait, just did a search, that was 3.5. They really should have left that. Making it an honestly virtually immortal being that just wouldnt die short of a wish spell made it really feel like the unstoppable kaiju of legend its supposed to be.
@@chrishubbard64 Is Wish considered Magic? If so, then you will have to Wish indirectly against the 3.5 Tarrasque. Like a Black Hole, Force Plane Shift, or True Banish (just ideas) in order to stop the Immortal Tarrasque.
@@chrishubbard64 eh not really they're smaller than rudy raw from ice age 3....🤣🤣🤣 5e fucked the terrasque good and I fuck them good as well, not even a 7 round match
it's your friend who needs to spend the hour attuning, but depending on how you interpret the rules maybe your DM would let it slide and save you that hour!
@@DnDShorts Both you and your friend can ready an action to temporarely dismiss the familiars as soon as they go into the astral plane, leaving no room of time for them to be killed while in there. Then you can give them names, and reduce the time of resetting this combo to only 1 long rest
@@DnDShorts Under Yu Gi Yo terms of "multiple cards of the same name or similar effects"... I'll just cast 2x Find Familiar instead of casting 1x Find Familiar twice.
Years later after the party defetes the BBEG: DM: "You hear a deep rumbling in the distance, an almost melodic booming thrum, getting louder and louder with each burst. You soon realize it is not a song or drum beat, it is footsteps. Familiar footsteps, now defeningly loud a shadow begins to emerge, blotting out everything. You see a familiar form, but different than when you last saw it. You see the Tarrasque you once thoufht vanquished, but now imbued and empowered with unknown astral and possibly eldritch forces."
At this point if I want that "do not even try to fight" opponent for PC's I send tgem to Sigil and introduce The Lady of Pain. To quote Spoony (before his breakdown) her stats are "You Lose"
@@absolstoryoffiction6615 she isn’t a god, no one knows what she is, other then all powerful on Sigil, and I mean literally all powerful, nothing even comes close.
Player: Goes through all of this complicated trouble to get rid of a dragon. DM: A moment after the portal closes, space warps and the dragon comes back into this realm, looking very annoyed. *marks off one of the Dragons spell slots*
Me, as a DM: "COngratulations! You all level up!" My players, wary: "We level up?" Me: "Yes. Uh, 8 times, actually." Players: "Why are we suddenly level 17?" Me: "He was quite a powerful foe, plus no one has ever seen two hawks commit double suicide and manage to kill a BBEG before." Players: ".... I sense the patented Steven Screwjob." Give them a few sessions to forget, and then bring back the BBEG, only this time he's warped by the dozen or so planes he had to be flung through to get back here and his shadow has tentacles. BBEG: "I thought I'd come by to thank you personally for this newfound power. And what better way to thank you than to make sure you don't have to see what I'm going to do to this pathetic orb now that I have found the truth."
Party: "We use Two Bag of Holdings and the Immovable Rod with Plane Shift Spells during our entire team's turn. And both Cleric and Paladin can heal/support us against Legendary Actions... It's going to be a blender fest of a time."
Small error: you can only get the effect of a long rest once per 24 hr. So it would take 32 hr to bring the combo back online. Alternatively, both you and your friend are level 2 Artificers bringing the combo back in 9 hr so long as you didn’t finish a long rest less than 24 hr before you “void” your enemy.
Alternatively alternatively, you and your friend can ready an action to temporarely dismiss the familiars as soon as they enter the astral plane and resummon them on the next round, taking the time to reset the combo back to a single long rest
I actually didn't know the replicate item infusion applied to all common magic items; I always assumed it was only the listed ones. Time to give my whole party Glamoured Armor.
It's mostly a DM's discretion type of deal for anything else, but yeah. That being said, be careful about going in and thinking you'll dupe multiples of the same item. It requires your DM to adhere to RAW rather than RAI, and it's very easy to argue that the creators would not intend for that functionality.
This kind of thing accidentally happened in our latest session. We were facing basically a super-powered Aboleth and things were going great. Our DM had made us all roll a save earlier, but didn't say what it was for. Turns out, the bard failed the save and was mind controlled by the Aboleth. The mind controlled bard went to grab something from one of our other characters. Unfortunately, the bard keeps their own bag of holding sewn onto the inside if their sleeve... So when they reached inside the bag of holding, the only PC not dragged to the Astral Plane was myself and an animated doll that the party uses to carry our spare stuff...
I am an old school rules kind of person, I shy away from things like Artificers, but this is just too incredibly wunderbar. We used to use the old BOH/BOH or BOH and Portable Hole interdimensional mine trick for really bad situations, but that took a lot of effort just to get the necessary parts back then. I love this!
The Spellwrought Tattoo used for Find Familiar is broken in and of itself. Basically if an Artificer spend a day on just making this infusion over and over again they can give everyone on their party an owl familiar. Free advantage for everyone.
Yeahhh.... It's for that reason that I'm pretty sure it was an oversight on WotC's part that they didn't include the new tattoos as "consumable" items to be exempted from the Infusions list. RAW: you can definitely do all the crazy things people say you can do with them! RAI: I'm about 90% sure they would have put a stop to it if they had thought of it themselves. Oh well, c'est la vie!
Party sends in the hawks and the BBEG gets sucked into the vortex. Then a few moments later BBEG Plane Shifts back into the room and ask, "Was that the best you got?" Party in a bit of a panic goes, "Yep." And then runs away. :)
Fun fact: another way to escape the strap plane is the banishment spell. Banishment targeting yourself will get you home as long as you can hold concentration on it, since “If the target is native to a different plane of existence than the one you’re on (when the spell is cast) the target is banished with a faint popping noise, returning to its home plane.” Then as long as you maintain concentration for the full 1 Minute duration of the spell, the target stays on its home plane even once the spell ends. This makes self targeted banish a really good way to get back home, and even makes it work as a counter to being banished, which is something I’ve personally had to use it for. This works because when you’re banished on a plane you are native to, you’re sent to a Demi plane for up to 1 minute. Because you aren’t native to that demiplane, banish on yourself takes you out of it. Fair warning, banishment doesn’t specify where on the plane it sends you so your DM is totally free to have it drop you in the middle of the ocean instead of back into the battle if you use it to get out of some enemy’s trap or banishment spell. Also there’s some grey area around what happens if you make the other person lose concentration first and then drop your own banish, I’d say you stay on your native plane but there’s an argument to be made for you returning to the demiplane indefinitely. So only do this if you can re-cast banishment at a later point (like after a short or long rest) and never do this with something one time use like a spell scroll, because if you’re stuck in the demiplane without the ability to banish yourself again, you’re probably worse than dead.
I remember a similar story from 3.5 where a party tricked a tarrasque into standing on a portable hole and then loosing an arrow with a bag of holding tied to it into the hole.
Yeah It's happened in the Old 1st edition because you can't stick a bag of holding into a portable hole or the otherwise non-dimenional space hole in a extra-dimenional
If you are willing to wait to level 3, and don't want to devote your entire early build into making this cheese work, just take Battlesmith as your subclass. You get an expendable and easily replaceable steel defender that can be any shape you want it to be. Give it hands, and it can easily hold 2 bags, and put one into the other. It comes online a level later, and the defender doesn't have as much movement as the Hawks would, but in exchange you can learn some infusions not dedicated to your dimensional nuke and don't have to rely on a friend. Depending on your DM of course. I always thought that you could only take each instance of Replicate Magic Item, and could make one instance of each of your infusions, so until I saw this video, I assumed this combo required a minimum 2 artificers...
One way I can see a DM getting around this ruining their boss fight with a Tarrasque is to say that, due to its magic resistance and Colossal Size, only the 10-foot area nearest the hawk is sucked into the Astral Plane, leaving the Tarrasque with a 10-foot chunk missing from whatever body part was closest, but very much alive, due to its immunity to instant death, and EXTREMELY pissed off. It would be weakened, at least until its Regeneration repairs the damage, but it would still be a serious threat to high level players, and could certainly kill 2 level 2s who tried this.
Thank you DnD Shorts for this idea. I thought to use this in a campaign I was in. Having no friends, I was the only player in the game, so I was free to try out whatever I wanted. After managing to find and/or buy two bags of holding I used flock of familiars to give myself temporary access to more than one hawk, and enabling me to enact this combo. I sent a Spectator to the Astral Plane this way but I received no experience for the trick. My DM clarified that "Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane." So, the Astral Rift sucks whole creatures to the astral plane, that's fine, I just needed to find a way to change the stats of the bags of holding so that it slices around itself in a 10-foot sphere. After some in-game research I found that by diluting the blink dog bile used to coat the inside of the bag, decreasing dimensional permeability, I had a few misfires, but eventually I could use this trick to shred unwary creatures as they are thrust through the only partially stable Astral Rift. Thank you for the tip.
Hey if you’re a dm and a player abuses this combo Have the party at a late part of the campaign fight everything they banished one by one in the astral plane
I've done this before as a DM, but I gave my players a way out. In the lore, there are color pools littered around the Astral Plane which can transport you to another plane represented by that colour. Well, my players picked the Feywild and the Shadowfell when two of them got sucked up by this combo. Now, they're terrified of two bags of holding existing in the same room together.
A self targeted Banish should also return you to your home plane if you get “bagged”. This at least inconveniences the most prepared monsters and completely eliminates the rest. Love it!
I've just asked my party if they want this combo in the world, or if the extradimensional spaces should simply fail. My setting has a militant magocracy so if it's available it will start being used against enemy castles.
The fact that the PCs would even know to do this anyway is purely due to meta gaming. If it were something your level 2 artificer would know, it's something that would be common knowledge.
@@ShadowNinjaMaster93 I can imagine cases where everyone who handles a bag of holding finds a massive warning label "DANGER: KEEP AWAY FROM OTHER EXTRADIMENSIONAL SPACES. McGobbo's Magic Gear inc. will not be held responsible for planar catastrophes caused by misuse of their products."
This is a fun combo that I'd have to nerf since otherwise, every artificer would be doing it. I think an easy and fun nerf is to come up with a random list effects for what happens when a bag of holding enters another extra-dimensional space. So you can put a bag inside a bag, but the end result could be a dud or could be tac nuke, or something in-between, or just something weird. Familiars wouldn't go through with this because one of the results could actually end their existence permanently, but I think clever players could think of other means to get a BOH inside a BOH.
Don't worry about it, a level 2 artificier can only have two active infusions at a time leaving them two short of this combo. Even if they could have four they can't choose the same item twice with replicate magical item: "You can learn this infusion multiple times; each time you do so, choose a different magic item that you can make with it, picking from the Replicable Magic Items tables below."
It's an interesting concept. I am fortunate enough to have a DM that allowed me to basically nuke anything as a Wizard in the school of conjuration. Short version: By becoming said conjuration wizard you're allowed to summon an inanimate object that you've seen before that fits in a 3 foot cube. So step 1: Look at sun Step 2: Summon 3 foot cube of sun Step 3: Disintegrate anything in a 20 mile radius. Do keep in mind that this was only possible through the help of my DM and I just think it's an interesting concept.
I have something more broken, be a barbarian bear totem moon druid, go inside a bar, shapeshift in a bear, and you become a bar-bear-ian You don't get stronger than that
Actually, there are several ways to get out of the Astral Plane. Most common are "Color Pools", which are naturally occurring portals to the other Planes. As long as you know what colors go where, you can even choose your destination Plane. Another is "Astral Conduits", which are essentially permanent (or semi-permanent?) tunnels connecting Portals on two different Planes (i.e. the Material Plane connecting to Elysium), that pass through the Astral Plane to make the connection. Just grab the tunnel and you immediately travel to whichever Plane the tunnel is traveling to. This is all coming from the 3.5E book "Manual of the Planes". I don't believe there are any 5E books that explain the Planes in depth since they already have them for 3.5E. The thought seems to be "If you want to know, the books already exist".
Now im picturing a sufficiently cruel and forward thinking mindflayer equipping all its thralls with bags of holding to use them as suicide bombers against any attackers. And wondering wtf you can do about this as a group of players.
"If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space." Maybe it's just me, but I always took this to mean that an Artificer's bag of holding infusion doesn't open a portal to the Astral Plane like a normal bag of holding would. That being said, I don't want to gatekeep someone else's fun :)
This combo actually can't be done unless you have two artificers. Unfortunately, wizards knew just how moldy we were, and preemptively limited the number of times we can have the same infusion out at a time to just one. So no double bagging these items
You're thinking of the old Unearthed Arcana artificer! The offical release in Tasha's has no such restriction on Replicate Magic Item: "Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls."
@@DnDShorts " You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and * each of your infusions can be in only one object at a time *. Moreover, * no object can bear more than one of your infusions at a time *. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies." I think you're interpreting this paragraph (Tasha's pg 13) very differently than intended. If maximum infusions and 1 item per infusion are on a per long rest basis, a level 2 Artificer could make the party too OP for tier 1 even without the bag of holding combo 🤔
@@TheShoo The reason this works is due to an oversight from WotC. The Replicate Magic Item infusion explicitly excludes potions and scrolls, i.e. consumables. The Spellwrought tattoo is neither a potion nor a scroll, so RAW it is not excluded. But Spellwrought tattoo IS a consumable. Once the spell is cast using the tattoo, the tattoo disappears. This frees up the Artificer's infused items limit, and they can infuse two more items. You can argue that the Spellwrought tattoo is not Rules As Intended, due to it being a consumable, but this combo does work Rules As Written.
@@noahfroelich4023 the Tattoo itself wasn't my concern. My concern is the "1 object per infusion" limit which shouldn't allow there to be 2 tattoos or 2 bags of holding without 2 artificers creating 1 each.
Maybe so but that tarrasque is moving 9 feet per round. Unless he lands ON an escape portal, he aint going anywhere any time soon. And seeing as its portals to lierally everywhere, it would still mean the tarrasque is officially not your problem anymore.
Ha ha, 0:40 seconds in and I already see where this is going. After all, I am one of the commenters from previous videos telling him about the artificer bag of holding banishment bomb.
Fair point, but these pools are at best the size of a city, located within an infinite void. It's like saying "Don't worry if you float away from your space ship, there are planets out there!"
If you are going RAW at your table, note that buying a spell scroll for find familiar won't work. As opposed to spellwrought tattoos, spell scrolls require the spell to be on your class spell list for you to be able to use them. "A spell scroll bears the words of a single spell, written as a mystical cipher. *If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible.* " (DMG p.199) Also, while RAW you can make spellwrought tattoos as an infusion, the rule was definitively intended to keep you from creating consumables, as it forbids you from infusing scrolls and potions. Talk to your DM about what they allow you to do.
There is a reason he pointed out other options, such as the _Ritual Caster_ feat which allows any class to cast _Find Familiar._ Granted, Feats are optional rules, but I don't know of anybody who doesn't allow them. But it should be pointed out that you use the Spellwrought Tattoo to cast the _Find Familiar_ spell, not to create a _Scroll of Find Familiar_ to cast from. Also keep in mind that a Bard can pick _any_ spell for their Magical Secrets so should be able to read any spell scroll regardless of the class it is from.
@@quirk8841 I was merely pointing out that the scroll method doesn't work unless your character already has some kind of access to Find Familiar, which would make the use of a scroll pointless anyway. So all that argument about Bards and Ritual caster is beside the point. I'm not saying the other methods don't work, just that merely buying a scroll isn't enough. As for the point with the spellwrought not creating a scroll, that is true, but again has nothing to do with what I said. Also, bards can only read scrolls with spells that are bard spells on it. For a bard to be able to read a find familiar scroll, they would need to take find familiar as a magical secret, turning it into a bard spell for that. After that, they can respect the spell on level gain as usual, and still be able to read the scroll (find familiar stays a bard spell for them, even if they change it). But they need to take FF as a secret first, which they can't do before level 10 (6 if they are lore bard).
@@bouboulroz The video never said that anybody and everybody can use find familiar. Just that it's an option if you don't want to use the Spellwrought Tattoo. And then listed the other options as well. So your argument that what I posted is beside the point is, in fact, beside the point. I am merely responding to what you posted. *_YOU_* posted that the spellwrought tattoo _forbids you from infusing scrolls and potions._ Which, again, had absolutely nothing to do with what was said in the video. As far as bards, specific beats general. Every spell is "on their list" due to the nature of Magical Secrets. And you do not have to be the appropriate level to use a spell scroll. You just have to make a roll to see if a _Magical Mishap_ occurs if you are not high enough level. Which leads back to your argument that a Find Familiar scroll is "pointless". A wizard does not automatically get _Find Familiar_ and may not have chosen it. If he hasn't chosen it, he needs to buy a scroll of it. And he can not automatically scribe from a scroll. They have to make a check to do so. (This is why so many 5e modules provide spell books as loot. The wizard doesn't have to make the check scribing from a spell book.) So buying the scroll is not pointless. In future, keep in mind the unwritten rules of D&D. The most well known of course is the Rule of Cool. Only slightly less well known is this: Don't start picking nits if you don't want others picking your nits.
@@quirk8841 « Just that it's an option if you don't want to use the Spellwrought Tattoo. And then listed the other options as well. » Yeah but I never argued about the other options, because I knew they worked. I only pointed out that ONE of the solutions didn't, then you replied with all the options that I wasn't even arguing about. So yeah, your comment was, in fact, irrelevant to the point I was making. « I am merely responding to what you posted. YOU posted that the spellwrought tattoo forbids you from infusing scrolls and potions. » I didn't said that spellwrought tattoos forbid you from infusing items (I mean, it wouldn't even make sense for me to say that). What I said is that the rules about infusions (implying Replicate Magic Item specifically) forbids you to infuse scrolls and potions. And while tattoos aren't subject to that limitation (RAW), that limitation is clearly meant to prevent the infusions of consumables (RAI), which it *could* be argued spellwrought tattoos are. So *some* DMs might extend the restriction to tattoos as well. I'm aware that I might not have been as clear as I could have, but the specific formulation « as it forbids you from *infusing* scrolls and potions » should have been hint enough that I was talking about a *Infusion* ruling. « As far as bards, specific beats general. Every spell is "on their list" due to the nature of Magical Secrets. » Not how this works RAW. The spell only becomes a bard spell once you choose it as a magical secret. Before that, it's not on the bard spell list yet. This is further confirmed as an official ruling by Sage Advice : « A bard can use any spell scroll that has a bard spell on it-including spells *gained* from the Magical Secrets feature, which are treated as bard spells *for that character.* » (Sage Advice Compendium, p,3) A character need to have gained the spell as a magical secret before it can treat the spell as a bard spell, allowing it to use their scrolls. "In future, keep in mind the unwritten rules of D&D. The most well known of course is the Rule of Cool. Only slightly less well known is this: Don't start picking nits if you don't want others picking your nits." Which is why my original comment encouraged players to discuss the rulings with their DMs beforehand. As for the nitpicking part, I disagree. Rulings in DnD are all about nitpicking, and combos are all about finding the loopholes *by* nitpicking. Just don't do it in the middle of a session. But when it comes to the internet ? It's fair game as long as everyone stays polite and courteous.
Lost Cause detected. Here is exactly what you posted: _"you can make spellwrought tattoos as an infusion, the rule was definitively intended to keep you from creating consumables, as it forbids you from infusing scrolls and potions"_ ~ @@bouboulroz You were "arguing" (your word, not mine) about Spell Scrolls not being usable. And then you posted the above following it. Which has absolutely nothing to do with anything being talked about in the video. Then you later complained when you read something I posted that you believe was "beside the point". As was pointed out, spell scrolls _are_ usable. As is Ritual Caster. Heck, even a 13th level thief can RAW use a spell scroll because her class can use magical items despite other restrictions. RAW, bards can choose from any spell class and are a Jack of All Trades starting at level 2. They know a little about everything. And that includes magical scrolls. Remember to keep in mind that Sage Advice is Rules as _Intended_ and is not actually Rules as _Written._ At this point you've even copy/pasted from one of my posts yet didn't actually read it. What I posted is that if you're going to nitpick, you're going to get nitpicked. Your response? _"I disagree"_ then go on to say that nitpicking _should_ happen. The point I was making there is that you seem determined to nitpick (under the guise of being helpful) what was said in the video. Yet when I did the same to your post, you responded as if I had crossed some sort of line. But hey, what could I expect from someone who gives the grand Sage Advice of _"talk to your DM about the game"_ which is akin to _"Feel free to roll d20s when your DM asks you to!"_
I'd like to point that since artificers can use any infusions as a spell focus, you can cast spells through a masquerade tattoo that changes look based on prepared spells.
RAW you cannot include movement when you Ready An Action. This means you would be unable to make the two hawks Dash to the foe as part of their Reaction to use their Readied Action.
You can't move to make a ready action, but you can move AS the ready action. The key part here is that the move is not part of the reaction, it IS the reaction.
"Kill anything in D&D" And by "Kill" we mean, not kill, just plane shift. Great way to set up a villain to come back when they're prepared and the party isn't. "Get one friend" Preferably, the DM, because without their blessing this isn't going to fly. "Back up and running in less than 24 hours" Except, you can't take a long rest more than once per day.
@@tbehls1183 This doesn't kill anything, it plane shifts them. And if the DM says the 70' by 50' Tarrasque doesn't fit through a 10 foot portal, then that's that. If you have a DM that's a slave to RAW, get a better DM.
Aarakocra lvl 2 artificer with the Repeating Shot infusion on a nice ranged weapon can kill the Tarrasque alone. Sure it will take forever but it works.
Ok Coffee Lock: Basically, you need a few things: to be a sorcerer of 3rd level or higher, and have the ability to convert spell slots into sorcery points and vice versa, have at least one level of Warlock (for the pact magic spell slots that refresh on a SHORT rest). You can then convert your warlock slots into sorcery points, and then back into sorcerer spell slots (there is no limit on these, but the 'excess' over the normal amount disappear after a long rest). Then you take a short rest (1hr) and get your warlock slot back. Rinse and repeat for a bunch of short rests in a row and this gives you a bunch of spare sorcerer spell slots. The issue is that once you take a long rest, all these spell slots disappear, and Xanithar's guide added some pretty severe restrictions on avoiding long rests (if you don't sleep you have to make progressively harder CON saves to avoid stacking exhaustion). So the last key to the puzzle for 'unlimited' spell slots is to get a feature that means you don't have to take long rests ("not needing to sleep" accomplishes this, rules as written). There are a few features that say you don't need to sleep (there are a number of ways of achieving this, the easiest is undoubtedly to get the "Aspect of the Moon" warlock invocation (which requires pact of the tome, so is limited to 3rd level warlocks) So essentially, the build comes online at level 6, with three sorcerer levels and three levels of warlock. There are some restrictions: because you aren't taking long rests, you don't get back hit dice, and so have no way to regain HP aside from healing spells (having a healer in the party, or being a Celestial Warlock or being a Divine Soul Sorcerer solves this). The build is called "coffee lock" because of the image of the Sorlock spending each night staying up and working through each night generating spell slots, all while drinking copious amounts of coffee to stay awake. Alternatively to avoiding sleep, you can spend 300GP a day to keep it going with a casting of Greater Restoration to remove the exhaustion received from skipping the long rest (since Adventurer's League has made a special rule where even if you don't need to sleep you still have to take a long rest each day, this is the only way to accomplish this combo, and gets the affectionate nickname "Cocaine Lock"; a reference to the amusing idea of your character snorting the 300GP in diamond dust each day to keep it going). The build is called "coffee lock" because of the idea of the Sorlock spending each night staying up and working through the night generating spell slots, all while drinking copious amounts of coffee to stay up. There are some debuffs that only go away on a long rest, so eventually you might have to 'reset' your extra spell slots. This combo generally only is broken in a campaign with significant amounts of downtime. I've never played a CoffeeLock, but I have DMed for one (primarily warlock, with a bit of sorcerer). This wasn't too powerful, as the "extra" slots he had were all lower level, and I added in some homebrew that his skin started cracking to release all the extra magic he had stored in himself (I didn't get to pay off this development, as his character died, but I had a plan). Primarily sorcerer with a few levels of Warlock gets a lot more powerful and game breaking.
@@insertphrasehere15 I like to take a level dip in druid to use those slots to cast Goodberry 15 times a day :D Edit: you can also just use elf as a starting race to get 4 short rests for free every day
I would argue that you don't kill anything. so you don't get the experience. Also i would allow the tarrasque (only) to have a chance to pull him self out or resist. He is super powerful in lore.
"I would argue that you don't kill anything. so you don't get the experience. " You don't have to "kill" something to get XP in D&D, you just have to "defeat"" it. DM's guide, Page 260: "When adventurers defeat one or more monsters - typically by killing, routing, or capturing them - they divide the toal XP value of the monsters evenly among themselves."
You get experience for defeating or overcoming encounters , which can mean killing them, but doesn't have to. Depending on DM and style og play, defeating could mean drugging some ogres food with some sleeping powder and sneaking past them, bribing and successfully persuading some city guards to let you go with a warning, or at the very least knocking some bandits out with choosing to do nonlethal damage.
The Astral Plane does have a habit of connecting to all sorts of planes. You'll find all sorts of creatures and races in there, the Gith being one such example. Travel between the Astral Plane and the Prime Material Plane isn't impossible, if you know where to look. The other planes aren't really used by 5e DMs, or really much of any DMs anymore, but there's lots of neat Forgotten Realms lore on the Planes that goes untapped. I personally love the city of Sigil, found in the Outer Plane of the Concordant Opposition. It survived the Spellplague and now floats in the Astral Plane.
If I were a DM, I would rule that you don't get experience for doing this, because: 1. _You_ didn't beat the Tarrasque, the hawks did and 2. The Tarrasque isn't actually killed, just banished I would also probably strangle the player
I would just rule that since you didn’t participate in combat or learn anything from the encounter, you don’t get experience. Imagine a fighter pressing a button that activated a nuke, wiping out a city, and then he can suddenly attack better
Basically you do not need familiars but a "magic mouth" spell + bag of holding. Just seal your bag of holding with magic mouth and insert a stick between lips of magic mouth. Place second bag of holding at the other end of the stick. When magic mouth speaks, the gravity force will do the rest. (stick with the bag of holding fells into just opened bag of holding). This is a little less flexble than the method with familiars, but allows you to create booby traps.
I'm sitting over here telling one of my players that the 10ft thing means 10ft. So 10ft of the dragon is drug into the bag, not the entire thing. This results in damage, not instant banishment. They mad now. XD
Quick note; when the you cast a spell using Spellwrought tattoo, you are not the source of the spellcast, but the tattoo is, as it has its own modifiers for spells. The tattoo also only vanishes when the spell ENDS (not when it's cast), and any active effect of the spell ends when the tattoo is dispersed through any means (such as dispel magic, un-attuning with the tattoo, or it being dispersed over other means such as overriding your RMI slots). This means that you have to use another means for utilizing Find Familiar than Spellwrought Tattoo for a Bag of Holding Nuke.
"A spell’s Duration is the length of time the spell persists." Find Familiar has a duration of Instantaneous, meaning "its magic exists only for an instant." After its one hour casting time, its magic exists for an instant, and then the spell ends. At that point, the tattoo would vanish. And because the tattoo, the infusion, is gone, the artificer can infuse more items
You can travel though the astral plane at a speed equal to 3 times your intelligence score. The astral plane contains portals to every dimension but it takes 1d10 days of travel to get to them. This combo may not kill all of your enemies but it will get them out of your way for a good long while. They may come across gith and Maddening storms but no-one ages in the astral plane and no-one needs to eat, it's not a bad place to set up your retirement.
I prefer the Silence + Forcecage combo. Silence can be cast out of range of counterspelling, then you drop Forcecage which is no concentration and now cannot be counterspelled. Martials can shank the enemy liche or whatever through the holes in the cage while you do the really important work of looting the room and hiding the good stuff for yourself. Plus, no disentigrate, can't even attempt teleportation, etc. Unless the enemy is a natural shapechanger or has certain magic items (so guaranteed tasty loot) there is no escape AFAIK.
Also as artificer catapult spell. Lowest level with 5lbs of ball bearings 2500 ball bearings each doing 3d8 damage = death without destroying everything
love it , we did a similar combo for a kingmaker campaign to remove an army. but My DM counted it as a escape from combat as there was no way in telling if the creature had died. so we got half xp per. but was still ALOT of XP and bragging rights
Wait, but the Gith LIVE in the Astral Plane…*GASP* NEW CAMPAIGN IDEA! The party needs to help the Gith take out a BBEG that was thought of as “dead” because a PRIOR set of heroes did this trick! The WHOLE CAMPAIGN takes place in the Astral Plane!
Imagine being a normal farmer and your neighbour who spends way too much time in his basement tinkering with random bits & pieces comes up to you and says "Hey Bob, I've got this neat trick where I can send anything to another dimension. I just need to tattoo you with this magic needle."
Prestidigitation plus subtle spell can be used in the following manner: so, you need to assassinate an evil king. What you do first is get a goblet full of poison and use prestidigitation twice to both flavor and color the poison like wine. Then you give it to the king and get the hell out of dodge. (while dressed like servants, obviously.)
I remember reading about a player who designed a ballista missile that was hollow on the inside, with a Bag of Holding suspended above a Portable Hole inside. On impact, the bag would drop into the hole, creating this same effect.
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You could have just used unseen servant from magic Initiate feat
@@Spiceodog only moving 15ft at a time makes Unseen Servant a lot riskier than find familiar! I prefer to stay WAAAY away from the Demogorgon/Tarrasque/Aspect of Taimat or whatever you want to destroy with this! Still, Unseen Servant would absolutely work if you could get it close enough to the enemy without risking it or you being destroyed!
Wouldn't it be useless against enemies that can use contact other plane, astral projection, message and know an enemy with plane shift or an item that allow inter-dimensional travel? I mean, It may work on a tarasque but an ancient dragon or other intelligent high leveled enemy is likely to have powerfully allies or subordinates that might be able to bring them back.
@@d4rk1n9_ at the very least, you bought a lot of time
Page 13, Tasha's Cauldron of Everything, infusing an item; "each of your infusions can be in only one object at a time", meaning, you can only have one (insert infused item) at a time.
The combo is possible, just not in the way you say, and not as easy.
Magic item savant (Artificer, level 10 ability) lets you create common and uncommon magic items in a quarter of the time for half the gold, you could use your infuse item to create 1 spellwrought tattoo, and 1 bag of holding, then in a week of downtime (give or take) you could craft an actual spellwrought tattoo and bag of holding and pull off the combo, the downside being most DM's will know what you're trying to do and could easily prevent or allow it, in the end it will be up to the DM if you get to do it or not.
I can't help but think that somewhere in the Astral plane, there's a tarrasque cafe where all the banished tarrasques are hanging out.
*Takes notes for a level 20+ campaign final encounter*
@@DnDShorts please send me your notes for this campaign!
Lol I need to see this now 😂
That’s an awesome idea for a random astral encounter- a dozen astral infused terrasque, and they morph into super Zord lmao
@@DnDShorts for me too If It posible pls
The recently released Aspects of Tiamat and Bahamut stat blocks are the most terrifyingly powerful beings ever to be put to the paper of 5th edition. Their stat blocks are truly awesome, with many incredible powers and abilities. But you know what's not on there? Planeshift... >:)
Can confirm that Aspects of Tiamat and Bahamut are precisely CR 30 with back-to-back encounters. If you thought fighting the Aspect of Bahamut was fun, wait till the immediate round 2 and do it all over again! 🤣 Then again, this combo could fix that problem in one shot.
And I’d still rather fight them than either of the kateshes.
So you are Ctrl+Alt+Deleting an Avatar of the gods, which is not their physical form and is equal to a godly long range stand
@@pandoratheclay yeah you'd definitely piss off the actual God by doing this to their avatar, but if it comes to that and Tiamat is rampaging in the material plane, you're gonna piss them off no matter what you try and do to stop them! Better this than trying to directly fight them (in my opinion anyway, they scary af)
@@DnDShorts I am actualy scared because DM is not able to stop this, there is no way for real... and this is just what is making this combo deadly.
In a multi-year campaign I ran, my players found a bag of holding at fairly low level. A year later, they killed a wizard and took his robes, which had a bag of holding enchantment on the pockets. They didn't have a wizard, but they decided to hold on the robes, and I asked them where they put them. They had access to the item descriptions but had completely forgotten about this aspect of them. My question, however, psyched them out and they did a whole series of checks on the robes to find out if they were cursed or defective, to no avail. Eventually, the Tortle cleric decided to tie the robes around his neck to wear like a cloak, and we moved on.
Every once and a while, if he changed his equipment, I'd ask where he had the robes. They stayed paranoid but oblivious to the true threat, and always kept wearing them.
Months later, at level 20. They are sneaking into the BBEG's fortress, which is guarded by a flight of dragons. They decide that to improve the Tortle's terrible stealth during this scenario, he'll use his ability to hold his breath for an hour and hide inside the bag of holding. I ask him if he's absolutely sure he wants to do that. He says yes, he can hold his breath. And so he climbs in, putting his robes of holding inside the bag of holding, and rips a hole to the astral sea.
I ask where everyone else is in relation to him. Most are standing fairly close, since they're hiding. They go with him except for the fighter, who was farther out, left alone and confused. Dropped into the astral sea, stranded at the climax of the campaign. None of them had the plane shift spell prepared. As soon as I said it, they remembered how bags of holding work.
I switch the map on Roll20 to the spare map I'd had prepared for over a year now, a massive, 400x400 square void, empty except for them at the center, and an Astral Dreadnaught (CR 30) at the edge. Let them scroll around the map, seeing nothing, until one notices the dreadnaught, an incredibly massive monster, lurking in the distance. Coming towards them.
And that's how I got them to finally use the emergency panic button to call their archmage patron for help, after years of them stating they'd never use it.
Getting plane-shifted back to the gates of the BBEG's lair did ruin their stealth attempt, however, but the mage stayed to help out with the horde of dragons that immediately flocked toward them.
Sounds a bit ridiculous. I love it.
That's pretty epic. Haha, the things pcs forget...
Nice!
I Absolutelly loved it. Ill probably do something like that too. Reward them with "holding" enchanted stuff and monitor where they are putting it. Hahahhahaa
Is roll20 any good?
I actually did this combo once. I just didn’t use hawks, I did it myself. Unfortunately I died together with the bbeg
Going out like a champ though! What a way to end a character
I did it against an adult black dragon using to monkeys made with conjure animals
Since that now on our games if you put a BoH inside another it is just lost forever
@@DnDShorts offbeat outlaw did a skit with a character that did this. DM ruled that because he didn't kill it (just sent it away) he didn't actually get any experience from defeating it since it's still alive and healthy just not there.
A friend of mine tried doing that. The dm fucked with it though because he didn't want the villain being instantly defeated so said that he got some of his troops who were marching with him. Even though the leader was in front so he 100% should have been easy to get with it
@@brunocarvalhobernardino3791 Yeah, except the description of the Bag of Holding in 5E specifically says a Gate to the Astral Plane is opened. Seems kinda... Kinda like a cheap move on the part of the DM.
Party: Why is there two hawks flying at us from opposite sides
DM: *Smirks*
Wizard: *Cast magic missiles*
@@qdaniele97Doesn't a dashing hawk has more movement range than magic missle?
As my DM would say, "You aren't getting EXP out of that one."
Or as my dm would say "they have plane shift scroll with a fork attuned to the prime" lol
Or as my DM would say "Yeah no it fails to work at all."
or as my DM would say, an acrobatics check to see if the hawk was able to accurately fly into the back of holding and then I'll need a strength check from the bird to see if it was able to hold onto the back of holding as it was doing the maneuvers to fly into the bag.
Your DM's are mean. I would rule that all of the tarrasque within 10ft of the bag is pulled into the astral plane (so choose your epicenter carefully).
Creative gameplay is awesome. I love it. easiest XP ever, good job!
Mind you... that just means I need to step up your challenge rating...
I'd say bampf. But no XP.
When one of these videos is longer than a minute, you know you're about to be taught some DnD war crimes.
"don't give them names, they are going to die"
You can't stop me!
Well… technically they don’t really die, they are sent with the tarrasque. They probably became friends and now hang out at the tarrascafe
@@cringedetector5560 ah the Tarasscafe.
Give them names so the DM doesn't get suspicious. Secondly, they don't die, well not immediately. if the entire Tarasque goes astral and they join him, they may end up a snack. I'm not sure they couldn't move faster there though.
Eldritch Knight: "Before we all roll for initiation... I sneak... I cast two individual Magic Hands... I let those Magic Hands use two Bags of Holding created by the Artificer... I Action Surge Teleport away then use my other Teleport Spell... The BBG is sent into the Astral Plane."
GM: "Is that legal?..."
The Book: "Technically... The Eldritch Fighter isn't in combat and the Spell rules only pertain to casting one individual magic more than once. As long as they keep track of each Magic Hand durations."
GM: "Makes sense..."
The Bard: "And they said I was the powerful one... Oh, hay Red Dragon."
@@cringedetector5560 And plot revenge...
Until 30 sessions later the BBEG opens a portal to the astral sea and you now fight a very angry tarrasque
And the tarrasque used its claws to open the portal.
A tarrasque? That depends on how many times you pulled this off.
You don't even need a BBEG or anyone else. There are naturally occurring portals in the astral. They're called color pools (cause they look like pools of color, I know you didn't expect that) and they're not exactly all over the place, but they do exist and they can lead, ANYWHERE basically. The Astral is the stuff between the planes, so it's connected to almost all of them.
So at ANY TIME YOU WANT you can just say a Tarrasque hit a color pool and that's how you're fighting a flying Tarrasque in the plane of air.
Yes, "a" very angry tarrasque. Because they only did it once. They definitely did not do it fifteen times letting you bring the apocalypse down on them.
"Okay, Wizard. Use your Wish Spell."
"But the Tarrasque is immune to Spells."
"Not immune to physics."
"I cast Wish... I wish for massive foods fit for the Tarrasque!!!"
"That wasn't what I had in mind but even a Tarrasque wouldn't deny itself food... I cast Teleport, then Action Surge Teleport, then cast Teleport away from the Tarrasque."
"What? Why didn't you tell me?"
GM: "An angry Tarrasque is still an angry Tarrasque."
Wizard: "Well... This is how I am remembered... FIRE BALL!!!"
GM: "And the Eldritch Knight flees the battle while the entire area is lit in flames by the Wizard Hero."
Tarrasque: "Did I do something?... Oh, food.", said so calmly.
That is a classical combo to throw someone away in to the astral sea. For DM`s out there you should know it`s not that bad to throw someone in the astral. Creatures are not really trapped in there. The astral sea does have billions of portals called color pools that can lead you literally anywhere in the multiverse. And there is a lot of cool places like Tu'narath the capital of githyanki. And at least you don`t have to eat or drink there and you almost never age!
Ok but the tarrasque is barely sentient at 3 intelligence . Is it really going to find its way back if it has to choose from a billion portals ? Hell even if you are very intelligent i bet it would take you quite a while to get back after beeing banished . Maybe you get yeeted back again after everyone learns of this trick ; p
Ooh, the tarrasque falls through another portal and lands on some other plane. The inhabitants of that plane use powerful divinations to determine who saddled them with a tarrasque, and you have archefey or something contacting the party to demand they take it back. Could be a fun plot twist.
Or the githyanki tame the beast...
@@athanasiospapazoglou7310 I like to think that the people living in the astral sea would send it back; they definitely don't want countless planes yeeting world ending monsters into their back yard and surely have some deterrent.
@@amirabudubai2279 Maybe they just switch around the world ending monsters sometimes so people get one back they don't know how to deal with. Get rid of a tarrasque, get back a demon prince or Godzilla.
@@Isaac-hm6ih Facts.
Important to note: The astral plane is riddled with portals (both permanent and temporary, random ones) that lead to most of the other planes. Since the Tarrasque is immortal, all you've really done is slow it down, albeit it has been slowed down for much longer than most BBEG's would be, because it's dumb as a rock and can barely move in the astral plane at all.
It's also easy to forget that the Astral Plane exists outside of time, so it's possible that the Tarrasque may immediately appear somewhere else.
Oh, and the fact that entering the Astral Plane doesn't immediately kill you when you enter it like many other planes do. In fact, you don't age, suffer the effects of hunger or thirst, and the effects of a disease and poison are halted. However, when you leave, all of those things will come rushing back at once, so don't spend too long in there!
@@backonlazer791 that bit of lore changed some time ago, not sure which edition of the top of my head, but old githyanki don't drop dead the moment they exit anymore. Time just resumes for you where it left off. Probably for the best, at least for the things living on the Astral Plane whenever they find themselves on another plane. It would be a bit embarrassing to send a veteran squad githyanki on a raid only for them to all turn geriatric, soil themselves, and die the moment they plane shift. 🤣
The tarrasque also has a mighty THREE (3) intelligence. In the astral, your movement speed is determined by your intelligence score, so the tarrasque can only move about 9 ft per round.
@@starbomber That is what I was referring to when I said dumb as a rock.
This is a scary combo, one which could easily get the attention of creatures interested in the universe's stability. Getting an Inevitable hunting you at level two is certainly an achievement.
Ah yes, the bag of holding in a bag of holding trick, classic! Now with feathery friends to boot!
tale as old of time, only now it's free and repeatable!
@@DnDShorts Not having played an Artificer yet, I didn't know they made bags of holding for basically free. This is a nutty and perfect combo!
@@DDCRExposed yeah, basically reference frame. Hell, it could be created irl rn. Imagine ten times reference frame with a 3 inch cube or the .04 by 3 inch cap of a pen.
Edit: created, not posted.
@@DDCRExposed also Moody's chest.
But if you put a straw sticking outside of a Bag of Holding while putting that Bag of Holding into another one. Is that 4rth Dimensional Space???
Or if you revert the Bag of Holding inside and out. Is that a Pocket Dimensional Portal, a black whole, or a reverse black hole???
*Puts the Astral Terrasque portalling back from the Astral Plane in the "things to spring on the party at inopportune time as a measure of revenge" list
Also another reason to advocate milestone levelling.
The Astral Plane is littered with things called Color Pools that are portals that lead to, basically anywhere. If the Astral Plane borders it, you can get there. It's the space BETWEEN realms, so of course you can use it as a dimensional highway.
The Tarrasque isn't going anywhere very QUICKLY, cause intelligence 3, but EVENTUALLY this immortal bastard will run into a color pool.
And since time itself is more of an optional extra in the astral plane, that means you're 100% justified in dropping a Tarrasque onto your party in almost any plane at any time you feel like it.
The lore is on your side.
The players, definitely will not be though.
Juggernaut: "Oh... It's one of those lizards. I'll just push him into this portal. I'm sure whoever it is will have a fun time."
The Party: "It must be the wind..."
@@haku8135 I now wanna run 2 campaign with 2 different groups where they keep ping-ponging the Tarrasque between their plane
Familiars are just summoned spirits. The don’t die. And when you cast it again, you bring them back from the astral plain. So no guilt!
(as noted at 5:49)
Also these spirits has no personalities and really don't do much
So remember kids, no animals were harmed in the bansishment of the bbeg, unless they happened to be nearby.
I mean, usually a familiar is returned to its home plane. The feywild for fey familiars. There are also celestial and fiend familiars. I'd say being stuck in the astral realm is still problematic for them, as they don't usually have the ability to dimension-hop at-will. So, you'd need to find new familiars. This may not be a problem for you, but it is for _them._
Among the heavily flawed explanation in the video, D&D Shorts says that creatures ported to astral space are stuck there and he says that no familiars are harmed in this process. One of those two citations is wrong.
@@WhyYouMadBoi Also, I'm sorry you haven't been able to experience familiars with personalities. You'll never appreciate them properly until you do. Also, that's largely the player's responsibility.
As DM, I like to rule that only material within the 10 ft radius is pulled into the astral plane.
So you don't send the whole tarrasque into the astral plane, you just send his head.
And of course the tarrasque's head and body are very inconvenienced by the separation.
Doesnt it regenerate fairly quickly? I remember that used to be the biggest problem when dealing with one. You couldnt outright kill it because its hp would just recover so dang fast. Wait, just did a search, that was 3.5. They really should have left that. Making it an honestly virtually immortal being that just wouldnt die short of a wish spell made it really feel like the unstoppable kaiju of legend its supposed to be.
@@chrishubbard64
Is Wish considered Magic? If so, then you will have to Wish indirectly against the 3.5 Tarrasque. Like a Black Hole, Force Plane Shift, or True Banish (just ideas) in order to stop the Immortal Tarrasque.
@@chrishubbard64 eh not really they're smaller than rudy raw from ice age 3....🤣🤣🤣 5e fucked the terrasque good and I fuck them good as well, not even a 7 round match
No, wish is a miracle (or whatever its called), it calls upon a warlocks patron diety to perform it.
Tarrasques are the strongest of them all, at CR 30, but they keep getting fucked over by birds.
Artificer infusion let's you attune to the replicated item as you create it, no need to spend extra time attuning.
it's your friend who needs to spend the hour attuning, but depending on how you interpret the rules maybe your DM would let it slide and save you that hour!
@@DnDShorts Both you and your friend can ready an action to temporarely dismiss the familiars as soon as they go into the astral plane, leaving no room of time for them to be killed while in there. Then you can give them names, and reduce the time of resetting this combo to only 1 long rest
@@miguelangelus959
And since you have a friend, why not each play an artificer so cut it down even more/ do it twice a day?
@@sonan333 Maybe I will
@@DnDShorts
Under Yu Gi Yo terms of "multiple cards of the same name or similar effects"... I'll just cast 2x Find Familiar instead of casting 1x Find Familiar twice.
Years later after the party defetes the BBEG:
DM: "You hear a deep rumbling in the distance, an almost melodic booming thrum, getting louder and louder with each burst. You soon realize it is not a song or drum beat, it is footsteps. Familiar footsteps, now defeningly loud a shadow begins to emerge, blotting out everything. You see a familiar form, but different than when you last saw it. You see the Tarrasque you once thoufht vanquished, but now imbued and empowered with unknown astral and possibly eldritch forces."
Eldritch Horror Tarrasque? I love it.
@@ThaBobKin It would give us all a good use for the new Tarrasque "mini" from the Fools Gold Campaign kickstarter we'll be getting next year.
Me: "I'll throw my Tower at the Tarrasque... From the Deck of Many Things."
“The tarrasque hears two hawks at the same time that you see it. There is no longer a tarrasque in front of you.”
Yooooo that transition to the Skillshare sponsorship was smooth as silk!
At this point if I want that "do not even try to fight" opponent for PC's I send tgem to Sigil and introduce The Lady of Pain. To quote Spoony (before his breakdown) her stats are "You Lose"
I never knew what happened to spoony, I loved his content
Rogue Paladin: "Is that a challenge?"
@@absolstoryoffiction6615 Nope, her stats are literally you lose, even over deities dont fuck with her.
@@Amardarial
Depends... Creation Spell can be quite the God killer.
@@absolstoryoffiction6615 she isn’t a god, no one knows what she is, other then all powerful on Sigil, and I mean literally all powerful, nothing even comes close.
Player: Goes through all of this complicated trouble to get rid of a dragon.
DM: A moment after the portal closes, space warps and the dragon comes back into this realm, looking very annoyed. *marks off one of the Dragons spell slots*
Bard: "I gave you mercy... Know... I give you seduction."
Party: "How many Bags of Holding do we have?"
And then the dragon comes back with a bunch of Githyanki.
OK, I admit, I actually sat through the ad because it was just so extra! Way to go.
Me, as a DM: "COngratulations! You all level up!"
My players, wary: "We level up?"
Me: "Yes. Uh, 8 times, actually."
Players: "Why are we suddenly level 17?"
Me: "He was quite a powerful foe, plus no one has ever seen two hawks commit double suicide and manage to kill a BBEG before."
Players: ".... I sense the patented Steven Screwjob."
Give them a few sessions to forget, and then bring back the BBEG, only this time he's warped by the dozen or so planes he had to be flung through to get back here and his shadow has tentacles.
BBEG: "I thought I'd come by to thank you personally for this newfound power. And what better way to thank you than to make sure you don't have to see what I'm going to do to this pathetic orb now that I have found the truth."
Party: "We use Two Bag of Holdings and the Immovable Rod with Plane Shift Spells during our entire team's turn. And both Cleric and Paladin can heal/support us against Legendary Actions... It's going to be a blender fest of a time."
Small error: you can only get the effect of a long rest once per 24 hr. So it would take 32 hr to bring the combo back online. Alternatively, both you and your friend are level 2 Artificers bringing the combo back in 9 hr so long as you didn’t finish a long rest less than 24 hr before you “void” your enemy.
Alternatively alternatively, you and your friend can ready an action to temporarely dismiss the familiars as soon as they enter the astral plane and resummon them on the next round, taking the time to reset the combo back to a single long rest
you only get the effect of a long rest at the end of the rest, so still get the effect every 24 hours not 32
Correct me if I'm wrong, but don't elves get the long rest bonus after 4 hours?
OMG congrats on getting to 100K keep it up
I actually didn't know the replicate item infusion applied to all common magic items; I always assumed it was only the listed ones.
Time to give my whole party Glamoured Armor.
It's mostly a DM's discretion type of deal for anything else, but yeah. That being said, be careful about going in and thinking you'll dupe multiples of the same item. It requires your DM to adhere to RAW rather than RAI, and it's very easy to argue that the creators would not intend for that functionality.
@@piranhaplantX it’s not RAW and neither is the combo 😆
"reality shits itself" is the best description for when anything extradimensional enters anything else extradimensional
As if the video wasn't good enough, the outro is just hilarious XD
This kind of thing accidentally happened in our latest session.
We were facing basically a super-powered Aboleth and things were going great.
Our DM had made us all roll a save earlier, but didn't say what it was for.
Turns out, the bard failed the save and was mind controlled by the Aboleth.
The mind controlled bard went to grab something from one of our other characters.
Unfortunately, the bard keeps their own bag of holding sewn onto the inside if their sleeve...
So when they reached inside the bag of holding, the only PC not dragged to the Astral Plane was myself and an animated doll that the party uses to carry our spare stuff...
The dwarf in the party yelling: "That still only counts as one!"
xD ....as per usual
I am an old school rules kind of person, I shy away from things like Artificers, but this is just too incredibly wunderbar. We used to use the old BOH/BOH or BOH and Portable Hole interdimensional mine trick for really bad situations, but that took a lot of effort just to get the necessary parts back then. I love this!
The Spellwrought Tattoo used for Find Familiar is broken in and of itself. Basically if an Artificer spend a day on just making this infusion over and over again they can give everyone on their party an owl familiar. Free advantage for everyone.
i prefer the bat, 60ft blindsight makes for a wonderful fighter and a good exploitation of the underused darkness spell
Yeahhh.... It's for that reason that I'm pretty sure it was an oversight on WotC's part that they didn't include the new tattoos as "consumable" items to be exempted from the Infusions list. RAW: you can definitely do all the crazy things people say you can do with them! RAI: I'm about 90% sure they would have put a stop to it if they had thought of it themselves.
Oh well, c'est la vie!
@@mrjacob7795 that is when you say Artificer predates tattoos by a few years so its getting added to the list.
@@nitras2002
I'll get a crab... Free food in demand as an Eldritch Knight with Burning Hands.
Congregation!!! love your content, keep up the great work,sir.
Party sends in the hawks and the BBEG gets sucked into the vortex. Then a few moments later BBEG Plane Shifts back into the room and ask, "Was that the best you got?"
Party in a bit of a panic goes, "Yep." And then runs away. :)
1:00 OH oh no I see were this is going and quick. now to find a way to make sure my players never see this video
Every DM hates you right now 😂 Congrats on the 100k!!
Fun fact: another way to escape the strap plane is the banishment spell. Banishment targeting yourself will get you home as long as you can hold concentration on it, since
“If the target is native to a different plane of existence than the one you’re on (when the spell is cast) the target is banished with a faint popping noise, returning to its home plane.”
Then as long as you maintain concentration for the full 1 Minute duration of the spell, the target stays on its home plane even once the spell ends.
This makes self targeted banish a really good way to get back home, and even makes it work as a counter to being banished, which is something I’ve personally had to use it for.
This works because when you’re banished on a plane you are native to, you’re sent to a Demi plane for up to 1 minute. Because you aren’t native to that demiplane, banish on yourself takes you out of it.
Fair warning, banishment doesn’t specify where on the plane it sends you so your DM is totally free to have it drop you in the middle of the ocean instead of back into the battle if you use it to get out of some enemy’s trap or banishment spell.
Also there’s some grey area around what happens if you make the other person lose concentration first and then drop your own banish, I’d say you stay on your native plane but there’s an argument to be made for you returning to the demiplane indefinitely. So only do this if you can re-cast banishment at a later point (like after a short or long rest) and never do this with something one time use like a spell scroll, because if you’re stuck in the demiplane without the ability to banish yourself again, you’re probably worse than dead.
Great point! I never considered banishing myself before if I got trapped on another plane but that totally works! Very cool thinking!
I remember a similar story from 3.5 where a party tricked a tarrasque into standing on a portable hole and then loosing an arrow with a bag of holding tied to it into the hole.
Yeah It's happened in the Old 1st edition because you can't stick a bag of holding into a portable hole or the otherwise non-dimenional space hole in a extra-dimenional
If you are willing to wait to level 3, and don't want to devote your entire early build into making this cheese work, just take Battlesmith as your subclass. You get an expendable and easily replaceable steel defender that can be any shape you want it to be. Give it hands, and it can easily hold 2 bags, and put one into the other.
It comes online a level later, and the defender doesn't have as much movement as the Hawks would, but in exchange you can learn some infusions not dedicated to your dimensional nuke and don't have to rely on a friend. Depending on your DM of course. I always thought that you could only take each instance of Replicate Magic Item, and could make one instance of each of your infusions, so until I saw this video, I assumed this combo required a minimum 2 artificers...
This could be stopped if the enemy has polearm master and takes an opportunity attack when the hawk flies up to it
DM To-Do List: Make sure any Tarrasque gets the polearm master feat and a comically large stick
Assuming the target has a high enough Intelligence or makes a high enough Arcana check to realise what exactly the PCs are planning of course.
Love the editing in you videos. It's awesome and hilarious!
Also, congrats on the growth of your channel. You deserve it!
One way I can see a DM getting around this ruining their boss fight with a Tarrasque is to say that, due to its magic resistance and Colossal Size, only the 10-foot area nearest the hawk is sucked into the Astral Plane, leaving the Tarrasque with a 10-foot chunk missing from whatever body part was closest, but very much alive, due to its immunity to instant death, and EXTREMELY pissed off. It would be weakened, at least until its Regeneration repairs the damage, but it would still be a serious threat to high level players, and could certainly kill 2 level 2s who tried this.
technically it would only be a 5 ft square.... as DnD 5th rules dont allow enemies to be within the same 5 ft square.
Thank you DnD Shorts for this idea. I thought to use this in a campaign I was in. Having no friends, I was the only player in the game, so I was free to try out whatever I wanted. After managing to find and/or buy two bags of holding I used flock of familiars to give myself temporary access to more than one hawk, and enabling me to enact this combo. I sent a Spectator to the Astral Plane this way but I received no experience for the trick. My DM clarified that "Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane."
So, the Astral Rift sucks whole creatures to the astral plane, that's fine, I just needed to find a way to change the stats of the bags of holding so that it slices around itself in a 10-foot sphere. After some in-game research I found that by diluting the blink dog bile used to coat the inside of the bag, decreasing dimensional permeability, I had a few misfires, but eventually I could use this trick to shred unwary creatures as they are thrust through the only partially stable Astral Rift.
Thank you for the tip.
Hey if you’re a dm and a player abuses this combo
Have the party at a late part of the campaign fight everything they banished one by one in the astral plane
100,000 subs let's go!!!! Soon it will hit a million! Keep it going!!!!
I've done this before as a DM, but I gave my players a way out. In the lore, there are color pools littered around the Astral Plane which can transport you to another plane represented by that colour. Well, my players picked the Feywild and the Shadowfell when two of them got sucked up by this combo. Now, they're terrified of two bags of holding existing in the same room together.
I like the Feywilds, so much fun...
All I gotta say is much love, bro. Much love.
This is literally my greatest trauma as a player, the paladin threw one bag into another and my character was in the way, being hit by the boss.
A self targeted Banish should also return you to your home plane if you get “bagged”. This at least inconveniences the most prepared monsters and completely eliminates the rest. Love it!
If i was a DM and players tried to do this more than once , I would let enemies learn this trick too, and use it often
I've just asked my party if they want this combo in the world, or if the extradimensional spaces should simply fail. My setting has a militant magocracy so if it's available it will start being used against enemy castles.
The fact that the PCs would even know to do this anyway is purely due to meta gaming. If it were something your level 2 artificer would know, it's something that would be common knowledge.
@@ShadowNinjaMaster93 I can imagine cases where everyone who handles a bag of holding finds a massive warning label "DANGER: KEEP AWAY FROM OTHER EXTRADIMENSIONAL SPACES. McGobbo's Magic Gear inc. will not be held responsible for planar catastrophes caused by misuse of their products."
We had a rogue with a bag of holding jump into a portable hole ONCE… that was 3.5 and we still haven’t found him yet!!!
You can use a flying monkey familiar, which could hold two bags, as well as fly. Then you only need one familiar, and two bags.
This is a fun combo that I'd have to nerf since otherwise, every artificer would be doing it. I think an easy and fun nerf is to come up with a random list effects for what happens when a bag of holding enters another extra-dimensional space. So you can put a bag inside a bag, but the end result could be a dud or could be tac nuke, or something in-between, or just something weird. Familiars wouldn't go through with this because one of the results could actually end their existence permanently, but I think clever players could think of other means to get a BOH inside a BOH.
Don't worry about it, a level 2 artificier can only have two active infusions at a time leaving them two short of this combo. Even if they could have four they can't choose the same item twice with replicate magical item: "You can learn this infusion multiple times; each time you do so, choose a different magic item that you can make with it, picking from the Replicable Magic Items tables below."
It's an interesting concept. I am fortunate enough to have a DM that allowed me to basically nuke anything as a Wizard in the school of conjuration. Short version: By becoming said conjuration wizard you're allowed to summon an inanimate object that you've seen before that fits in a 3 foot cube. So step 1: Look at sun
Step 2: Summon 3 foot cube of sun
Step 3: Disintegrate anything in a 20 mile radius.
Do keep in mind that this was only possible through the help of my DM and I just think it's an interesting concept.
Wizard: "Back in my day. We put Fire Balls inside 3ft Cubes. Now the youngsters are using Solar Energy..."
I have something more broken, be a barbarian bear totem moon druid, go inside a bar, shapeshift in a bear, and you become a bar-bear-ian
You don't get stronger than that
how about also being a bugbear race? So you're a Bugbearbarbearian?
@@DnDShorts that's right, you are a bug bar bear3 rian
You gotta name yourself Ian too
"You'll have 2 hawks between the two of you which we will name Hawk One and Hawk Tuah!"
Actually, there are several ways to get out of the Astral Plane. Most common are "Color Pools", which are naturally occurring portals to the other Planes. As long as you know what colors go where, you can even choose your destination Plane. Another is "Astral Conduits", which are essentially permanent (or semi-permanent?) tunnels connecting Portals on two different Planes (i.e. the Material Plane connecting to Elysium), that pass through the Astral Plane to make the connection. Just grab the tunnel and you immediately travel to whichever Plane the tunnel is traveling to.
This is all coming from the 3.5E book "Manual of the Planes". I don't believe there are any 5E books that explain the Planes in depth since they already have them for 3.5E. The thought seems to be "If you want to know, the books already exist".
The color pools are very quickly described in the DMs Guide, but not with much detail
That Manual of the Planes is great.
Congratulations on 100k🥳🥳🥳.
Funny thing, I had a mindflayer do this once on a much larger scale with his thralls to level a town.
Now im picturing a sufficiently cruel and forward thinking mindflayer equipping all its thralls with bags of holding to use them as suicide bombers against any attackers. And wondering wtf you can do about this as a group of players.
I just remove this cheese from my table by using it the way Pathfinder does. A bag placed in another extra-dimensional space just becomes inert.
"If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space."
Maybe it's just me, but I always took this to mean that an Artificer's bag of holding infusion doesn't open a portal to the Astral Plane like a normal bag of holding would. That being said, I don't want to gatekeep someone else's fun :)
Man you got me hooked for the sponsor, you are quite the smooth one, jeez.
This combo actually can't be done unless you have two artificers. Unfortunately, wizards knew just how moldy we were, and preemptively limited the number of times we can have the same infusion out at a time to just one. So no double bagging these items
You're thinking of the old Unearthed Arcana artificer! The offical release in Tasha's has no such restriction on Replicate Magic Item:
"Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls."
@@DnDShorts " You can infuse
more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects,
and * each of your infusions can be in only one object at a time *. Moreover, * no object can bear more than one of your infusions at a time *. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies."
I think you're interpreting this paragraph (Tasha's pg 13) very differently than intended.
If maximum infusions and 1 item per infusion are on a per long rest basis, a level 2 Artificer could make the party too OP for tier 1 even without the bag of holding combo 🤔
@@TheShoo The reason this works is due to an oversight from WotC. The Replicate Magic Item infusion explicitly excludes potions and scrolls, i.e. consumables. The Spellwrought tattoo is neither a potion nor a scroll, so RAW it is not excluded. But Spellwrought tattoo IS a consumable. Once the spell is cast using the tattoo, the tattoo disappears. This frees up the Artificer's infused items limit, and they can infuse two more items.
You can argue that the Spellwrought tattoo is not Rules As Intended, due to it being a consumable, but this combo does work Rules As Written.
@@noahfroelich4023 the Tattoo itself wasn't my concern. My concern is the "1 object per infusion" limit which shouldn't allow there to be 2 tattoos or 2 bags of holding without 2 artificers creating 1 each.
@@noahfroelich4023 okay now I see where the exploit is.
Using 2 infusion slots on Replicating the same item.
Dude, hands down best sponsor transitions on RUclips that I’ve seen yet
5:09 Isn't the Astral Sea the one plane with built in escape portals to everywhere?
Maybe so but that tarrasque is moving 9 feet per round. Unless he lands ON an escape portal, he aint going anywhere any time soon. And seeing as its portals to lierally everywhere, it would still mean the tarrasque is officially not your problem anymore.
Somewhere on a infinite plane, where you Int score determines how fast you can move.
Ha ha, 0:40 seconds in and I already see where this is going. After all, I am one of the commenters from previous videos telling him about the artificer bag of holding banishment bomb.
There are multiple color pools connecting the astral plane to all other planes. It is a great way to delay an enemy though
Fair point, but these pools are at best the size of a city, located within an infinite void. It's like saying "Don't worry if you float away from your space ship, there are planets out there!"
It’s stated that they are the most common feature of the astral plane but still take 6-24 hours to find one
I love how at 2:23, when he says that the hawks are going to die, you can see the pain on his face.
If you are going RAW at your table, note that buying a spell scroll for find familiar won't work. As opposed to spellwrought tattoos, spell scrolls require the spell to be on your class spell list for you to be able to use them.
"A spell scroll bears the words of a single spell, written as a mystical cipher. *If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible.* " (DMG p.199)
Also, while RAW you can make spellwrought tattoos as an infusion, the rule was definitively intended to keep you from creating consumables, as it forbids you from infusing scrolls and potions. Talk to your DM about what they allow you to do.
There is a reason he pointed out other options, such as the _Ritual Caster_ feat which allows any class to cast _Find Familiar._ Granted, Feats are optional rules, but I don't know of anybody who doesn't allow them.
But it should be pointed out that you use the Spellwrought Tattoo to cast the _Find Familiar_ spell, not to create a _Scroll of Find Familiar_ to cast from.
Also keep in mind that a Bard can pick _any_ spell for their Magical Secrets so should be able to read any spell scroll regardless of the class it is from.
@@quirk8841 I was merely pointing out that the scroll method doesn't work unless your character already has some kind of access to Find Familiar, which would make the use of a scroll pointless anyway. So all that argument about Bards and Ritual caster is beside the point. I'm not saying the other methods don't work, just that merely buying a scroll isn't enough.
As for the point with the spellwrought not creating a scroll, that is true, but again has nothing to do with what I said.
Also, bards can only read scrolls with spells that are bard spells on it. For a bard to be able to read a find familiar scroll, they would need to take find familiar as a magical secret, turning it into a bard spell for that. After that, they can respect the spell on level gain as usual, and still be able to read the scroll (find familiar stays a bard spell for them, even if they change it). But they need to take FF as a secret first, which they can't do before level 10 (6 if they are lore bard).
@@bouboulroz The video never said that anybody and everybody can use find familiar. Just that it's an option if you don't want to use the Spellwrought Tattoo. And then listed the other options as well. So your argument that what I posted is beside the point is, in fact, beside the point.
I am merely responding to what you posted. *_YOU_* posted that the spellwrought tattoo _forbids you from infusing scrolls and potions._ Which, again, had absolutely nothing to do with what was said in the video.
As far as bards, specific beats general. Every spell is "on their list" due to the nature of Magical Secrets. And you do not have to be the appropriate level to use a spell scroll. You just have to make a roll to see if a _Magical Mishap_ occurs if you are not high enough level.
Which leads back to your argument that a Find Familiar scroll is "pointless". A wizard does not automatically get _Find Familiar_ and may not have chosen it. If he hasn't chosen it, he needs to buy a scroll of it. And he can not automatically scribe from a scroll. They have to make a check to do so. (This is why so many 5e modules provide spell books as loot. The wizard doesn't have to make the check scribing from a spell book.) So buying the scroll is not pointless.
In future, keep in mind the unwritten rules of D&D. The most well known of course is the Rule of Cool. Only slightly less well known is this: Don't start picking nits if you don't want others picking your nits.
@@quirk8841 « Just that it's an option if you don't want to use the Spellwrought Tattoo. And then listed the other options as well. »
Yeah but I never argued about the other options, because I knew they worked. I only pointed out that ONE of the solutions didn't, then you replied with all the options that I wasn't even arguing about. So yeah, your comment was, in fact, irrelevant to the point I was making.
« I am merely responding to what you posted. YOU posted that the spellwrought tattoo forbids you from infusing scrolls and potions. »
I didn't said that spellwrought tattoos forbid you from infusing items (I mean, it wouldn't even make sense for me to say that). What I said is that the rules about infusions (implying Replicate Magic Item specifically) forbids you to infuse scrolls and potions. And while tattoos aren't subject to that limitation (RAW), that limitation is clearly meant to prevent the infusions of consumables (RAI), which it *could* be argued spellwrought tattoos are. So *some* DMs might extend the restriction to tattoos as well.
I'm aware that I might not have been as clear as I could have, but the specific formulation « as it forbids you from *infusing* scrolls and potions » should have been hint enough that I was talking about a *Infusion* ruling.
« As far as bards, specific beats general. Every spell is "on their list" due to the nature of Magical Secrets. »
Not how this works RAW. The spell only becomes a bard spell once you choose it as a magical secret. Before that, it's not on the bard spell list yet. This is further confirmed as an official ruling by Sage Advice :
« A bard can use any spell scroll that has a bard spell on it-including spells *gained* from the Magical Secrets feature, which are treated as bard spells *for that character.* » (Sage Advice Compendium, p,3)
A character need to have gained the spell as a magical secret before it can treat the spell as a bard spell, allowing it to use their scrolls.
"In future, keep in mind the unwritten rules of D&D. The most well known of course is the Rule of Cool. Only slightly less well known is this: Don't start picking nits if you don't want others picking your nits."
Which is why my original comment encouraged players to discuss the rulings with their DMs beforehand.
As for the nitpicking part, I disagree. Rulings in DnD are all about nitpicking, and combos are all about finding the loopholes *by* nitpicking. Just don't do it in the middle of a session. But when it comes to the internet ? It's fair game as long as everyone stays polite and courteous.
Lost Cause detected. Here is exactly what you posted:
_"you can make spellwrought tattoos as an infusion, the rule was definitively intended to keep you from creating consumables, as it forbids you from infusing scrolls and potions"_ ~ @@bouboulroz
You were "arguing" (your word, not mine) about Spell Scrolls not being usable. And then you posted the above following it. Which has absolutely nothing to do with anything being talked about in the video. Then you later complained when you read something I posted that you believe was "beside the point".
As was pointed out, spell scrolls _are_ usable. As is Ritual Caster. Heck, even a 13th level thief can RAW use a spell scroll because her class can use magical items despite other restrictions. RAW, bards can choose from any spell class and are a Jack of All Trades starting at level 2. They know a little about everything. And that includes magical scrolls.
Remember to keep in mind that Sage Advice is Rules as _Intended_ and is not actually Rules as _Written._
At this point you've even copy/pasted from one of my posts yet didn't actually read it. What I posted is that if you're going to nitpick, you're going to get nitpicked. Your response? _"I disagree"_ then go on to say that nitpicking _should_ happen.
The point I was making there is that you seem determined to nitpick (under the guise of being helpful) what was said in the video. Yet when I did the same to your post, you responded as if I had crossed some sort of line.
But hey, what could I expect from someone who gives the grand Sage Advice of _"talk to your DM about the game"_ which is akin to _"Feel free to roll d20s when your DM asks you to!"_
I'd like to point that since artificers can use any infusions as a spell focus, you can cast spells through a masquerade tattoo that changes look based on prepared spells.
RAW you cannot include movement when you Ready An Action.
This means you would be unable to make the two hawks Dash to the foe as part of their Reaction to use their Readied Action.
You can't move to make a ready action, but you can move AS the ready action.
The key part here is that the move is not part of the reaction, it IS the reaction.
"Kill anything in D&D" And by "Kill" we mean, not kill, just plane shift. Great way to set up a villain to come back when they're prepared and the party isn't.
"Get one friend" Preferably, the DM, because without their blessing this isn't going to fly.
"Back up and running in less than 24 hours" Except, you can't take a long rest more than once per day.
If a dm rewrites RAW because they can't deal with a creative way to kill a single creature... get a better dm.
@@tbehls1183 This doesn't kill anything, it plane shifts them. And if the DM says the 70' by 50' Tarrasque doesn't fit through a 10 foot portal, then that's that. If you have a DM that's a slave to RAW, get a better DM.
@@freadangms9254 nah, if it's that big. It wpuld take part of it... and by that I mean literally a third of it wpuld be taken.
Aarakocra lvl 2 artificer with the Repeating Shot infusion on a nice ranged weapon can kill the Tarrasque alone. Sure it will take forever but it works.
Until the tarrasque just decides to leave lol. People just assume it will sit there as a target dummy.
I love this guy. Totally underrated jokes.
Could you explain this _Coffee Combo_ or however it was called with Warlock and Sorcerer, to get unlimited Spell Slots?
yeah it's on my list of combos! honestly I can't believe I haven't done it yet, seeing as how famous it is!
Ok Coffee Lock:
Basically, you need a few things: to be a sorcerer of 3rd level or higher, and have the ability to convert spell slots into sorcery points and vice versa, have at least one level of Warlock (for the pact magic spell slots that refresh on a SHORT rest).
You can then convert your warlock slots into sorcery points, and then back into sorcerer spell slots (there is no limit on these, but the 'excess' over the normal amount disappear after a long rest). Then you take a short rest (1hr) and get your warlock slot back. Rinse and repeat for a bunch of short rests in a row and this gives you a bunch of spare sorcerer spell slots.
The issue is that once you take a long rest, all these spell slots disappear, and Xanithar's guide added some pretty severe restrictions on avoiding long rests (if you don't sleep you have to make progressively harder CON saves to avoid stacking exhaustion). So the last key to the puzzle for 'unlimited' spell slots is to get a feature that means you don't have to take long rests ("not needing to sleep" accomplishes this, rules as written). There are a few features that say you don't need to sleep (there are a number of ways of achieving this, the easiest is undoubtedly to get the "Aspect of the Moon" warlock invocation (which requires pact of the tome, so is limited to 3rd level warlocks)
So essentially, the build comes online at level 6, with three sorcerer levels and three levels of warlock. There are some restrictions: because you aren't taking long rests, you don't get back hit dice, and so have no way to regain HP aside from healing spells (having a healer in the party, or being a Celestial Warlock or being a Divine Soul Sorcerer solves this). The build is called "coffee lock" because of the image of the Sorlock spending each night staying up and working through each night generating spell slots, all while drinking copious amounts of coffee to stay awake.
Alternatively to avoiding sleep, you can spend 300GP a day to keep it going with a casting of Greater Restoration to remove the exhaustion received from skipping the long rest (since Adventurer's League has made a special rule where even if you don't need to sleep you still have to take a long rest each day, this is the only way to accomplish this combo, and gets the affectionate nickname "Cocaine Lock"; a reference to the amusing idea of your character snorting the 300GP in diamond dust each day to keep it going). The build is called "coffee lock" because of the idea of the Sorlock spending each night staying up and working through the night generating spell slots, all while drinking copious amounts of coffee to stay up.
There are some debuffs that only go away on a long rest, so eventually you might have to 'reset' your extra spell slots. This combo generally only is broken in a campaign with significant amounts of downtime. I've never played a CoffeeLock, but I have DMed for one (primarily warlock, with a bit of sorcerer). This wasn't too powerful, as the "extra" slots he had were all lower level, and I added in some homebrew that his skin started cracking to release all the extra magic he had stored in himself (I didn't get to pay off this development, as his character died, but I had a plan). Primarily sorcerer with a few levels of Warlock gets a lot more powerful and game breaking.
@@insertphrasehere15 ok, thanks!
@@insertphrasehere15 I like to take a level dip in druid to use those slots to cast Goodberry 15 times a day :D
Edit: you can also just use elf as a starting race to get 4 short rests for free every day
A portal opens and you get visited by a band of gith refugees. "Why did you send all those monsters to destroy us!? What did we ever do to you??"
I would argue that you don't kill anything. so you don't get the experience.
Also i would allow the tarrasque (only) to have a chance to pull him self out or resist. He is super powerful in lore.
"I would argue that you don't kill anything. so you don't get the experience. "
You don't have to "kill" something to get XP in D&D, you just have to "defeat"" it.
DM's guide, Page 260: "When adventurers defeat one or more monsters - typically by killing, routing, or capturing them - they divide the toal XP value of the monsters evenly among themselves."
You get experience for defeating or overcoming encounters , which can mean killing them, but doesn't have to. Depending on DM and style og play, defeating could mean drugging some ogres food with some sleeping powder and sneaking past them, bribing and successfully persuading some city guards to let you go with a warning, or at the very least knocking some bandits out with choosing to do nonlethal damage.
The Astral Plane does have a habit of connecting to all sorts of planes. You'll find all sorts of creatures and races in there, the Gith being one such example. Travel between the Astral Plane and the Prime Material Plane isn't impossible, if you know where to look. The other planes aren't really used by 5e DMs, or really much of any DMs anymore, but there's lots of neat Forgotten Realms lore on the Planes that goes untapped.
I personally love the city of Sigil, found in the Outer Plane of the Concordant Opposition. It survived the Spellplague and now floats in the Astral Plane.
If I were a DM, I would rule that you don't get experience for doing this, because:
1. _You_ didn't beat the Tarrasque, the hawks did
and 2. The Tarrasque isn't actually killed, just banished
I would also probably strangle the player
I would just rule that since you didn’t participate in combat or learn anything from the encounter, you don’t get experience. Imagine a fighter pressing a button that activated a nuke, wiping out a city, and then he can suddenly attack better
100K subs! You deserve it man
Basically you do not need familiars but a "magic mouth" spell + bag of holding. Just seal your bag of holding with magic mouth and insert a stick between lips of magic mouth. Place second bag of holding at the other end of the stick. When magic mouth speaks, the gravity force will do the rest. (stick with the bag of holding fells into just opened bag of holding).
This is a little less flexble than the method with familiars, but allows you to create booby traps.
I'm sitting over here telling one of my players that the 10ft thing means 10ft. So 10ft of the dragon is drug into the bag, not the entire thing. This results in damage, not instant banishment. They mad now. XD
Quick note; when the you cast a spell using Spellwrought tattoo, you are not the source of the spellcast, but the tattoo is, as it has its own modifiers for spells. The tattoo also only vanishes when the spell ENDS (not when it's cast), and any active effect of the spell ends when the tattoo is dispersed through any means (such as dispel magic, un-attuning with the tattoo, or it being dispersed over other means such as overriding your RMI slots). This means that you have to use another means for utilizing Find Familiar than Spellwrought Tattoo for a Bag of Holding Nuke.
"A spell’s Duration is the length of time the spell persists." Find Familiar has a duration of Instantaneous, meaning "its magic exists only for an instant." After its one hour casting time, its magic exists for an instant, and then the spell ends. At that point, the tattoo would vanish. And because the tattoo, the infusion, is gone, the artificer can infuse more items
the skillshare ad was so creative... have a like
1:29 Damn, that button is doing some Work holding that shirt closed
"Don't give them names, they are going to die" made me laugh way harder than it should 😂
You can travel though the astral plane at a speed equal to 3 times your intelligence score. The astral plane contains portals to every dimension but it takes 1d10 days of travel to get to them. This combo may not kill all of your enemies but it will get them out of your way for a good long while. They may come across gith and Maddening storms but no-one ages in the astral plane and no-one needs to eat, it's not a bad place to set up your retirement.
Well-played commercial! Kudos!!
A weird thing
The Ranger's Roving feature allows a Centaur a 45ft climb/swim speed.
It previously had difficulty when climbing because Equine build.
Ah yes, the mythical Goat Centaur, able to climb anything
@@svanirreads4448
And with the ability to swim faster than a Triton or Locathah.
I prefer the Silence + Forcecage combo. Silence can be cast out of range of counterspelling, then you drop Forcecage which is no concentration and now cannot be counterspelled. Martials can shank the enemy liche or whatever through the holes in the cage while you do the really important work of looting the room and hiding the good stuff for yourself.
Plus, no disentigrate, can't even attempt teleportation, etc. Unless the enemy is a natural shapechanger or has certain magic items (so guaranteed tasty loot) there is no escape AFAIK.
Also as artificer catapult spell. Lowest level with 5lbs of ball bearings 2500 ball bearings each doing 3d8 damage = death without destroying everything
0:20
"One friend needed!"
Aaaaand that's my cue to leave.
love it , we did a similar combo for a kingmaker campaign to remove an army. but My DM counted it as a escape from combat as there was no way in telling if the creature had died. so we got half xp per. but was still ALOT of XP and bragging rights
"Don't give them names. They are going to die" I'd bet gold that you said that too late
Wait, but the Gith LIVE in the Astral Plane…*GASP* NEW CAMPAIGN IDEA!
The party needs to help the Gith take out a BBEG that was thought of as “dead” because a PRIOR set of heroes did this trick! The WHOLE CAMPAIGN takes place in the Astral Plane!
Imagine being a normal farmer and your neighbour who spends way too much time in his basement tinkering with random bits & pieces comes up to you and says "Hey Bob, I've got this neat trick where I can send anything to another dimension. I just need to tattoo you with this magic needle."
The gate is presumably ten feet wide. As a Gargantuan creature, the Tarrasque is 20 by 20 feet (or Larger).
It won't fit.
its not 10 feet wide it auto teleports anything within 10 feet to the astral plane it works like a aoe spell
@@wolves600 so you send an arm over there..... and another Tarrassque grows in that dimension from the arm..... not a smart plan.
@@zarthemad8386 no since the tarrasque is in 10 feet the entire thing is teleported
Prestidigitation plus subtle spell can be used in the following manner: so, you need to assassinate an evil king. What you do first is get a goblet full of poison and use prestidigitation twice to both flavor and color the poison like wine. Then you give it to the king and get the hell out of dodge. (while dressed like servants, obviously.)
Shorts, I watch for the ads. Never stop making them. I lov- *click*
I remember reading about a player who designed a ballista missile that was hollow on the inside, with a Bag of Holding suspended above a Portable Hole inside. On impact, the bag would drop into the hole, creating this same effect.