Artificer Battle smith Guide: The Cyborg Beast master
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- Опубликовано: 20 авг 2024
- My 2nd Battle smith build, this is the Cyborg Beast master. A heavy crossbow "Ranger" with a giant "Spider" pet.
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I really dig this build. I like the flavor of having a Ranger that uses technology.
I hear and see a lot of emphasis on the damage of the Artificer. But, even when built for damage, the Artificer is a HUGE boost to the rest of the group. The infused items are non-con buffs, and the spell list is really useful.
If the Artificer merely meets the average, he's still a big boost to the performance of the group. Every point over average is just icing on the cake.
@@sharkforce8147 you seem to be countering an argument that nobody made... I'm pretty sure that I didn't make any statement about the Alchemist at all.
ALL Artificers get infusions. These benefits can be shared or kept to boost the Artificer as each player decides. But in either case, they make up a significant portion of the overall package that he brings to the group. For instance, if you're going to count the increased accuracy and damage from the Artificer using an infused weapon or spell focus, shouldn't you also count the additional damage and accuracy that his infused weapon brings to the other party member who wields it? Or count the additional protection from the enhanced armor? Or count the damage reduction of the Defender?
All of these things are part of the package. In some cases, they even directly mimic concentration spells and don't require concentration or even a slot expended.
When I read over the Artificer, I think their actions aren't even their biggest contribution to the group. I think these buffs they wield, which can be as permanent as he chooses, are at least equal to anything he can do with his action.
@@sharkforce8147 you're the ONLY one talking about the Alchemist here bro. The video, the topic, everything here is about the Battlesmith. And to the point of MY comment, I don't think the Alchemist's contribution to the group is adequately summed in damage numbers.
@@sharkforce8147 so, you realize you're the ONLY one talking about Alchemists... but since you seem obsessed with it, ill field that ball.
This is all theory, since they're so new. But one thing that the Artificer in general does, and the Alchemist especially, is break the old concentration limits.
Now, to start off with, getting both armor and con save proficiency makes them good at maintaining concentration. But that's not what I'm talking about. Both infusions and potions are buffs that don't require concentration. True, the randomness takes away from that some. But if you read the wording, only the free potion is random. Any of the ones created by expending a slot will be what you want them to be. This means that you can run multiple buffs at a time, which dont require any concentration at all, AND also concentrate on a spell more effectively than the other casters.
Yes, Artificers are half casters and don't get as many slots. But wait, at 11 you can charge an item with (one would assume) 10 uses of a level 1 or 2 spell. That's a lot of casting...
Plus the enhanced damage AND healing.
I really think that even the Alchemist is going to be a huge boon to a group. The trick is going to be finding the best way to use the class features, not trying to force the class into the roll of another. That's akin to people complaining about a ranger not playing like a paladin.
@@sharkforce8147 wow, you're right. This whole thing has been about Alchemists the whole time. I can see it now. You've also convinced me that every single thing they can do outside of damage is of no value. Got it. I'm sur glad you persisted. I feel like I've seen the light.
Giving the barbarian a straight +5 to roll against the dominate person roll..make your artificer everyone's friend...and kinda makes you a better bard then a bard. I'll take a +5 over a maybe +6 likely +3 anyday lol
Another reason to use a longbow: at 10th level you can get an infusion for Replicate magic item: Bracers of Archery for +2 damage.
David Thomas With the ability to change our infusions, you can always just swap when you get there
@@adamkaris is going in and a couple days and so we are leaving to do a few more stuff so soon iiiiiiiiiiiiiiiiiiiuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu
@@thebeast853 what?
Hi Chris, thank you for posting this.
regarding the Artilerist build for 2 weeks ahead, I'd like to mention the idea I came up with sometime back:
I really like the idea of having the capacity to both create "distress" zones on the battle field (any spell that affects the battle map in a way that makes the map itself affect characters on the map, like wall of fire or grease) and move enemies forcefully ontop the map. usually I found it impossible to access a zone effect, a push effect AND a pull effect, but the Artilerist can have them all.
thorn whip allows for pulling, Eldritch cannon's Balista has a pushing effect (and thunderwave has a mass push for a longer distance), and starting from 5th level you can cast web (grease is also an option before that). it should also be noted the cannon can occupy a different space than your's, so effectively you can alternate the push and pull effects to some level.
at higher levels you get wall of fire, which turns this heavy control playstyle towards dealing more damage. fireball can also be used to "detonate" the webs for a big finisher (along with exploding your cannon, this seems to give a non-insignificant aoe burst option).
Good ideas! Thanks, I may use some of these!
Warlock could do that too. They have access to some area denial spells, ESPECIALLY hunger of Hadar
Eldritch Blast with Invocations can both push and pull people, on the same Cantrip. Not to mention slow targets down by 10 feet.
Hunger of Hadar is a 20 foot radius concentration spell that makes it be difficult terrain, complete darkness, and deals 2d6 both at the start and end of each creatures turn.
So use eldritch Blast to deal damage and keep them in the spell, and watch them die. Also, with the multiple beams, you can push and pull multiple creatures into the spell.
@@ComradeVenus Warlock was always the lead option for this role before the Artificer came out. I was slightly discouraged by how many different invocations have to be assigned to eldritch blast for the full versatility though (assuming adding charisma to damage is still required, 4). I also didn't rate hunger of Hadar as highly as I should have, rereading it now after you've pointed it out. All in all, this is definitely a successful implementations of 'the juggler' build. The artificer has the ability to push from different positions, and the warlock has the ability to slow movement.
Also, hunger doesn't scale, so the price of using this combo increases as the warlock gains levels (whereas web always costs a 2nd level slot for the artificer).
Btw - another contender was the underdark land druid, who gets web in addition to regular druid's thorn whip and thunderwave. This is the reason the artilerist came up as a contender, being better by also having a free to use (almost) push ability with the cannon.
Enhance Ability is really underrated for skill-type characters. Assuming that skills are important enough to justify the spell slot, the impact can be huge, and it's very flexible.
It also seems like a great use for the spell-storing item: 10 separate man-hours per day of advantage on any one chosen type of ability check. Party of 4 going in to have a difficult conversation with the king? Everyone gets an hour of Charisma! Two party members sneaking into the bad guy's office via tight rope? Each get an hour of Dexterity! One guy have to take watch all alone? There are still 4 hours left you can use for improved Wisdom! And then in the morning it can start all over again!
Cool thing is Branding and Banishing Smites work with range weapons. Seem like that was the intention, pretty cool if you shoot someone with a firearm and banish them.
What a great video. Just made my first battle smith and I can't tell you how much help this and the one on the techno knight were even though I went with a hand crossbow expert warforged. One thing I found was that Bracers of Archery only work with longbows and shortbows so that's another way they have an advantage over crossbows even though I prefer to keep the shield on my build for the added AC and Repulsion Shield.
It's very nice that you don't have to have the spell prepared for the spell-storing item so you can have something like Heat Metal in your back pocket at need even if you don't usually cast it. Also, thanks to changes made in the text, if you gave your Steel Defender the spell-storing-item charged with Enlarge/Reduce then it could still act as your mount in combat even if your character was medium size and probably also get increased damage too.
Been following your work since the original God Wizard for 3.5. Great stuff!
Doctor: This is a silly timeline. Come, K-9, we'll see what the next one holds.
K-9: Affirmative! Affirmative!
I love this concept. I’m tempted to take Magic Initiate at 1st level just to get a filigree owl familiar on top of the other beasts
I'm playing Soundwave from Transformers. warforged artificer battlemage. steel defender (ravage) and humonculus servent (lazerbeak). and i store them in a bag of holding so i can deploy them in battle. multiclass into mastermind rogue for extra damage with crossbow. steel defender helps with advantage for sneak attack damage. so fun
Never forget you can craft spell scrolls. And Artificers have a fair number of lower level spells that are useful throughout that you might not always want to have prepared. And at 10th level you can scribe up to 3rd level spells at an accelerated rate for what is essentially pocket change at that level.
The polearm master, sentinel battlemaster was a ton of fun. Controlled such a huge chunk of the battlefield
Infuse your weapon, with battle smith you get battle ready so you're using your int forever thing, you also can use it as a spellcasting focus.
I play Battle Smith very differently. I am our party's "Tank". Have Half Plate with Enhanced Defence (15AC +2 Dex + 1 ED) for 18AC and a Shield with Repulsion Shield (+2AC +1 RS) for +3AC, so 21AC total. I then cast Blur at the start of combat meaning most things are rolling disadvantage against me. Then if they some how get through all that I have the Shield spell to boost my AC to 26. Then being a Hill Dwarf with 16 Con means I have great HP as well. Then I just smash everything with my hammer on the front line and my Steel Defender can help me either by Attacking or Dodging. It's great, I almost never get hit.
Currently playing a Battle Master/ Assassin rogue
He’s a mercenary sniper who used his steel defender spider as a a spotter/
It calculates wind speed, and range of the target. His homunculus servant is also a mechanical spider but it’s legs turn into propellers and flys like a drone to recon an area.
When you get around to the Artillerist, one combination I'm so excited to try is to load the spell-storing item with Scorching Ray or Shatter and give it to the Homunculus. For extra street cred, mount it in the back of its mouth and make the homunculus look like a mechanical dragon. :D
Unfortunately, activating a spell storing item is not one of the combat actions available to the homunculus.
@@TreantmonksTemple Dang, that's a shame. That said, according to the wording in the book, it's perfectly legal to combine Spell-Storing Item, Enhanced Arcane Focus, and Arcane Firearm for a Scorching Ray blaster.
@@marblemaster1 I will have an Artillerist build coming out next Monday (Dec 30) if all goes according to plan - I encourage you to check it out.
@@TreantmonksTemple Excited to see it!
@@TreantmonksTemple Not anymore. Homunculus in Tasha can do this without problems
Spell sniper feat has several bonuses for the artillerist.
-Doubles the range of spells cast that have a range and attack roll. it can be used on fire bolt, Thornwhip, ray of frost, and scorching ray.
-ranged spell attacks ignore 1/2 and 3/4 cover. Since it says ranged spell attacks it not only works for ray of frost, firebolt, and scorching ray but also works for your force Balista. it’s a little bit of over lap but works in conjunction with an enhanced arcane focus
-you get an attack roll cantrip probably from the wizard list, chill touch is nice to take away healing. Booming blade/green flame blade are available but will rely on strength or dex.
Mark of passage human with phantom steed ritual artillerist could have insane mobility.
Adds teleport options that the artificer lacks.
Pass without trace too.
Dwarf mark of warding seems like a good fit for artillerist. Starts with good stats, can sacrifice dex and strength first few levels, pick up heavy armored feat at 4 for plate without movement limitations.
Anti life shell at 17th level is perfect for artillerist and Eldritch cannons since they are objects and not creatures.
Arcane lock could be nice for a free occasional barricade.
Armor of agathys could be great to use for deterring melee combatants from advancing on you.
Spell storing item could be used with the knock spell to make a skeleton key :)
Two years too late but thanks so much for pointing this out. This is literally what I've been looking for.
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I think the big advantage of the fighter dip comes in tier 3 play. I would agree that its marginal in tier 1 and 2, but once you get to tier 3 the extra 10%(+2) chance to hit is huge. I would take the fighter dip at or around level 13 for that. Furthermore, if you take 3 levels so you can get eldritch knight, you gain quite a bit of flexibility in what you can do for the party. By that point, you wont be slowing down your progression that much anyway. All your core components are there.
SharkForce it’s not spell casting and most of the battle master stuff doesn’t key of intelegence
Two levels in blood hunter make crosbow expert really good in this build. 3 d6 + 3 d4 + 3(proficiency + intelligence) is a LOT of damage. Plus, you get the archery fighting style as well. (I know not all tables allow blood hunter)
Chris, the steel defender can't be a scout. it can't speak to you and you can't see through its eyes. However if you choose message as your cantrip all this is solved. Message is exactly 120 ft and has no intelligence requirement. Otherwise you have to teach it sign language.
Now I'm interested in playing a Phileas Fogg-esque character who wants flount his wealth to travel the world. He has proficiency in nature from his reading, but 8 Wisdom and no actual experience in the matter
I was the hero last Sunday because I made a bag of holding. Artificer utility is key.
Just don't suddenly change your infusions or everything will be all over the floor!
I love how none of us could possibly have seen the whole video at the time of posting this..
Hello Optimancer, thank you for all the inspiration in this video! Keep up the great works.
The exploit for Alchemist seems to be a 2+ level dip into Warlock on an Elven character, so they can take 3-4 extra short rests per night and create extra potions.
@@TreantmonksTemple I thought sage advice said that you could convert pact slots into sorcery points so I don't see why it would be any different here.
@@TreantmonksTemple Pact slots are still spell slots, I can't find any resource that points towards that not being the case. The Pact Magic feature of the Warlock has a subsection about Spell Slots, the Warlock levelup table lists your amount of spell slots, and even the Spellcasting section of the Multiclass rules says "you can use the [spell slots] you gain from the Pact Magic feature".
@@Deadring2 I'm mistaken, I note that Pact magic is referred to as spell slots in their class description. Jeremy Crawford led me astray...twitter.com/jeremyecrawford/status/1029177242985742337?lang=en
I think with this combination you can create something like 16 potions per day.
SharkForce I think that the ability to make that many potions would also be contingent on level since the potion ability scales as you level. Still...using your pact slots to guarantee two potion effects is pretty nice on a per short rest basis. But I can see where’d one would be apprehensive about this turning into a potential coffee lock situation.
In terms of light you could also us one of your magical tinkering to make a flashlight
Why the three thumbs down?? Some people are never happy :(
Thanks TM another great vid
So, an important note about the hand crossbow, is that you can have a shield in your off-hand, meaning you can double dip on your defense Infusions.
Meaning, a level 3 Battlesmith (assuming 14 dex), could have an AC of 21, with only the +1 AC infusion.
(15 + 2 + 2 + 1 + 1)
Which is great if you intend to be in the Thick Of It.
I know this video has been up awhile and alot of things have changed with tasha's.. just want to say thnx for the vid. Super helpful. Im actually about to start a campaign in icweind dale rime of the frost maiden. Unfortunately we will only have two players. So the dm has decided to raise the leveling rate of our characters. We will end somewhere between lvl 16-18 depending on how things go. The other player is doing a barbarian/drake warden melee build. Im doing a multiclass battlesmith. The hard part for me is figuring out the brst levels to multi class, since it slows progression and takes hp from pet. Icewind dale is in darkness so unless i go drow or something with gloom stalker, sharpshooter doesn't help me much. So i decided to do custom lineage (Goliath/gnome...dont ask). I dont have darkvision. I built more for skills. My pet is actually a living wolf that i...er...healed. So my steel defender loses some if its resistances, but gains keen senses and pack tactics. So it will fight in tandem with the drakewarden pet and or the other player giving advantage as a reaction and getting advantage from tactics. Out of combat its keen senses help me not being able to see. Because of the added complexity, my Artificer has to make medicine rolls to heal pet. Artificer will make goggles of night but that's only out to 60 ft. So for my feat i took "gunner". It fits the character and ups my damage (musket 1d12). Build is as follows:
Fighter 1(heavy armor prof, second wind, str and con saves. Helps with cold saved, concentration saves, and saves against avalanches.)
Artificer to lvl9 (feats skilled for medical expertise and arcana and magic initiate two cantrips and probably a once per day thunderwave)
Wizard 2 (war magic for int to initiative, and a nice +2 ac as a reaction that doesn't use a spell slot. More soell slots. Also gets one higher level spell slot so i can up cast buff spells higher then normal)
Then back to artificer the rest of the way.
I was torn about slowing down spell progression. Might be better to do it at lvl 13 for the wizard dip. But the initiative boost, higher level slots really come in handy and lvl 5 spells dont happen till lvl 17, and lvl 4 around 13?... So i figured more spell slots which actually gain to higher levels might actually be better then higher lvl spells with fewer casts.
We rolled for stats and i rolled higher then point buy, so my int will actually be 20 at lvl 5. Feats are gunner, skilled, magic initiate, then probably war caster. So i have decent ac from heavy armor
6 cantrips,
Higher lvl spell slots and more of them
Pet is a little weaker, but i can put all defensive infusions on him and get ac around 20 for pet with mine being 18-19.
With archery weapon style and enhance weapon, with +5 from int at lvl 5.. my attacks hit regular.
Pet is giving and getting advantage.
Should make a very survivable character in this setting even without darkvision.
If I were to go Battle Smith Beastmaster, it would 100% be modeled after the hunter in Alita Battle Angel.
How to build Fl4k in D&D!
I actually think Mark of Warding dwarf is a better racial choice. They get +2 con and +1 int. They can also wear heavy armor even without proficiency for added AC. Their bonus known spells are alright but nothing special.
As for spell storing item, I prefer Warding Bond which significantly buff our steel defender.
Dwarves would still need proficiency so as not to suffer penalties to Strength and Dex and to cast spells, but their movement wouldn’t decrease, true. Warding bond is a great combo with spell infused item, though!
@@Adurnis yeah but not so sure you have the hp to sustain that fir long
I'm glad my DM allows firearms.
Artificer can take Perception as a class skill, TM. Might alter your racial skill. Would make it so you don’t need to customize a background.
NORMALY yes you cant switch cantrips (dms make that call) but your a artificer just make a common or uncommon weapon to give yourself more cantrips :) thats what i do and my group loves when i pass out spell magic items also great vid my guy i do great damage with this build
I did a multiclass Kobold Artificer/Fighter, 15 INT, 14 DEX, 12 CON, A lot the rest how you want but I recommend Wisdom, you only do the fighter dip to level 4. You go 5 artificer taking sharpshooter first, 4 fighter and pick up Champion, and get Observant so you can +1 to INT, then at 8 artificer you grab +2 Int, then at 12 Artificer you grab Crossbow Expert, then your final +2 INT at 16.
You crit on a 19 or 20, have your pet run up on all the enemies and stay with them and then you have advantage on all attacks as long as no one is in direct sunlight or else it’s a regular attack, this means you can use sharpshooter essentially for free each turn as the advantage basically negates the -5. So assuming all 4 hit without Crits you will do 4d6+60 average an average of 74 damage that’s not including Arcane Jolt either which can be used on a crit to double the damage.
SharkForce Because based on averages Advantage averages out to be roughly the same mathematically as +5 therefore +5-5 cancels out.
My to hit will be 3 lower overall than his but I will have advantage and +10 to damage per shot, the damage output being significantly higher and I crit nearly an extra 5% more often than he does with his build.
Chris however made an actual build, I just wanted to see how you could Min/Max the situation and see how it compares.
SharkForce incorrect, I choose a build that gives a fighting style which you can choose the Archery fighting style which is +2 to attack rolls, therefore it’s Advantage-3 compared to Chris which even though your numerically off, by your own account still shows I’m more likely to hit with significantly higher damage output. My Crit Chance is also significantly higher with both 19 and 20’s as Crits as well as advantage.
And I said close to +5, not exactly but most people treat it as a +5.
statmodeling.stat.columbia.edu/2014/07/12/dnd-5e-advantage-disadvantage-probability/ this is a decent breakdown of advantage in general.
Anyways, it was just my personal take on a build.
the problems I hate about anything without darkvision is HARD to play as most games I am in "need" it to make it easier as the Dm's use dynamic lighting on roll20 and carrying a torch is a pain.
My DM will cringer if I ever get to run the Battle Smith. Take 1 level of Fighter for all of the weapon and armor proficiencies early. I clank around in full plate and my Steel Companion looks like a darker version of me. Iron Man and the War Machine in D&D buddy!
Chris, great content as always, but my D&D group only meets every couple of weeks. You can't keep putting out builds I want to play every week. I get addlepated from wanting to play them all.
In seriousness, it looks like the Artificer learned a lot from the mistakes of a number of other classes. It managed to be a new class without just being a jumbling of other class' features, and all 3 sub-classes have a different feel. Well done, WoTC.
I'm in the same boat!
It looked so dang complicated compared to the other classes that I avoided even looking at it for a while, but recently I started digging into it and trying to put together a build of my own -- you know, just to see. 😝
you can buy 10 silver daggers and 10 cold iron daggers for animate object. those are common items. Heck 5000gp will give you 10 adamantine daggers
This may be my 'defensive' mindset, but I never feel great with a character until I have options for both range and melee, mostly because while you can't plan for every eventuality, you can plan for the basics. 'If surrounded by enemies what do I do? What if the enemyis a flier?' That kind of thinking.
To contrast, I kinda have this idea for a battle smith Artificer that doubles up on shields during combat... but it's too niche for me to feel comfortable using.
FYI, if your idea is to use two shields, that won’t let you add the shield bonus to AC twice. You can only benefit from wearing one shield at a time.
You can take returning weapon infusions for ranger and melee
I am also thinking about making a battlesmith, mine is definitely going to be melee though, probably using a maul. Making variant human also with +1 armor, +1 weapon, goggles of night, and bag of holding infusions to start with, definitely using the +1 weapon on the maul, and for second active infusion by default would probably be the goggles, unless I know wont have to go into dark places in which case can use the +1 armor instead. I am not sure though if I want to take great weapon master already as the first level feat as I imagine missing a lot at low levels with it, though I guess I want to spend the first couple ASIs on increasing my int so probably should take great weapon master just so I don't need to spend an ASI on it later.
Another way to look at this: Once your Int is at 20 and you have Great Weapon Master, do you know what you'll use your next ASI for? If it's another feat (like, I don't know, Sentinel or Medium Armor Master or Lucky), would it be better to have _that_ from Day 1 instead of GWM?
I wonder what the stats are on this with firearms, or if the much smaller range of firearms would affect it
Great build as always Chris. Artificer is rapidly becoming my favourite class. Question, how would you split the difference between your two builds. I am thinking of a gnome archer who rides his steel defender, either bow or crossbow. Basically a tec version of a horse archer. Any advice would be much appreciated. Thanks.
If you are using the SD as a mount, you would probably do well with crossbow expert and a hand crossbow as it will be harder to use the rend attack from the defender, so you can simply use your bonus action to attack with the crossbow again
@@TreantmonksTemple Thanks. That makes sense.
I assume that the archery fighting style that fighters can get at 1st level is what you are accounting for, since I don't see anything else it could be.
Arcane Jolt is an either/or type of thing; you can heal or harm, not both.
Since this build uses Haste to get 3 attacks per round wouldnt it be beneficial to take the fighting initiate archery feat to boost our to hit chance?
I did like the idea of finally using a rock gnome for something other than a wizard! How much do you think damage would suffer having a small character as the heavy trait on the heavy crossbow and longbow would make them impractical? How detrimental would it be to use a light crossbow instead?
Well, damage on a light crossbow and a longbow is the same, so if you remove the loading property off the light crossbow, the damage would be the same (1 less on average than a heavy xbow)
@@TreantmonksTemple Even better, I was reminded today that we found a pistol in the Dragon Heist campaign (it's been a while since we played), so that should work quite nicely!
Now that Fighting Initiate is a thing and we can benefit from the fighter dip without dipping fighter, what level do you think that’s appropriate? 12, pushing off Crossbow Expert, or 16, pushing off Lucky?
Could reimagine it as a rifle and play a marksman.
Returning weapon? But I am a Grenadier!!!
hello mnnn in the damage if yo do at lvl 5 with 18 in int the feat of sharpshooter the infusion of de REPEATING SHOT and using a brading smith you can do much more damage if before start your combat yo use this spell y your next turn you will do 2 attacks 2d8+9+20+2d6 from de smith and 1d8+3 of the attack of your robot
Spider Rob't!
Where are you comin from?
Spider Rob't!
Nobody knows what U R!
Spider Rob't!
U got that artificer touch!
Spider Rob't!
U R a web-slingin STAR!
ruclips.net/video/fTm-RapqsOw/видео.html
Oh, Electric Company Spider Man was soooo bad, but I still loved it!
@@TreantmonksTemple So tru; so tru.
I'm still sleepy, but I didn't see how you got tinker's tools...? Good video, Chris, I just stated a small Battlesmith and will prob use some melee advice from the previous video.
Tinker's tools come stock on all Artificers as a starting proficiency
@@DocMockingbird Proficiency yes, but not physically included
@@davidpirkola1547 strictly speaking, yes. You could use your starting gold. Considering Magical Tinkering requires artisan's tools, I think it's assumed you're doing that or using something from your background.
R Jones you’re correct.
I know I'm late, but I had a quick question. I'm making a Warforged version of this build and I'm torn between Sharpshooter or +2 Int for the level 4 ASI. What would you pick if you changed the race to any non variant human race?
Sharpshooter is what my gut says but after doing a calculation against the baseline to hit roll, +2 Int tied with Sharpshooter for DPR by level 5. But I didn't take into account possible Advantage from Faerie Fire or Web which would benefit Sharpshooter or the fact that its more effective against lower AC targets. I also didn't account for the other benefits of Int such as higher spell save DC for Faerie Fire or Web, an extra spell preparation and better skills! Quite a toss up. Just hoping for some input and opinions on the matter. Hope you see this even though this video came out awhile ago!
My gut says Sharpshooter too - I'm guessing your calculations did not take the ability to ignore 1/2 and 3/4 cover?
@@TreantmonksTemple Haha yes, I also did not factor that possibility in. Or long range combat. Good point, it has other nice benefits as well. Anyway, great video as usual! Artificers have been my favorite ever since I played one on DDO years back.
how is an extra +1 to attack and damage better than being able to shoot twice a turn with repeating?
Could you timestamp the portion of the vid you have the question regarding?
I have a question regarding the Steel Defender and Homunculus. I know they both use a bonus action to issue commands, but can this be done simultaneously? I guess the heart of the question, is can you have both and use them both effectively? I’ve been looking at this class wanting to make something of a minion-mancer, with a familiar, homunculus, and steel defender. Does this bonus action command also affect spells like Tiny Servants or Animate Objects? Is this more a DM fiat?
Not DM fiat (well, not any more than anything else). Steel Defender and Homunculus Servant both require an independent use of your bonus action every turn, so only one can attack each turn. This is why I, personally, wouldn't consider taking the Homunculus Servant infusion if I was a Battle Smith. Tiny Servant and Animate Objects also require a bonus action for their instruction, but they can be issued a more general command that will be applicable across many turns, so they're not so incompatible.
Would you recommend Custom Lineage now? That way u could have an 18 int at lvl 1.
I am sure this has been mentioned before but the artificer can build an item to emit ligh why get the light cantrip?
Because 5 feet bright + 5 feet dim light isn't a lot of light.
I thought the same thing at first, but the Light cantrip has the same range as a torch (20/40) while the magic tinkering item gives off light like a candle (5/10). Magic tinkering is going to let you read after sunset or not bump into the furniture in the middle of the night, but it's not going to be very good for exploring dungeons.
Can a animal companion use an action for Dragon's Breath...per the spell:" the creature can use an action to exhale energy of a chisen type in a 15ft cone."
It doesnt specify an attack or any other action. It just says "Use an ACTION"
Are you not suppose to have 2 hand crossbows ? one in each hand, repeating shot gives you the ability to just keep poping.
I'm pretty sure you can't get repeating shot on both crossbows.
There’s no point to having two.
@@Adurnis Style.
The wording of crossbow expert does does not treat it as dual wielding. You simply make 2 attacks.
@@OlderSnake I think its vaguely worded. Something something "you use your bonus action to shoot with a loaded ranged weapon"
Some DMs can take it "the xbow you just shot is not loaded so no bonus action shot for you"
It would be hilarious if you just straight up reflavored it as a vanilla beast master and made no acknowledgement of the flavor of the artificer at all haha. Just straight up describing everything as primal magic and natural beasts XD
Are you thinking about optimizing a single classed alchemist or are you accepting a dip if you come across a good combo?
If you choose some of the marked house races they have access to healing and utility spells not offered on the artificer spell list. the level 1 and 2 spell choices would would also add different options for spell storing items since they become artificer spells for you.
Some of these spells on these lists are great rituals that would help the artificer immensely while conserving slots.
A dip in life cleric while being a halfling mark of hospitality would add good berry to both artificer and cleric lists. I believe Spell storing item could be used in that case on good berry, and since the spell seems to be “used” it may stack with disciple of life for a possible 400hp healed between battles.
At this point, I've got an open mind in regards to multiclassing alchemist.
Treantmonk's Temple
I’ve been wracking my head trying to squeeze effective out of the class features as written with multi classes, feats, and infusions without much success.
Only things Ive come up with or ran across are as follows.
-1 lvl life cleric dip for disciple of life to boost healing
-charismatic leader feat, doesn’t seem to synergize well but the temp HP is still substantial and goes quite a long way to save limited resources.
-healer feat to fill a similar role as charismatic leader, both probably go well together and this subclass seems like it would benefit from both.
-1-2 lvl warlock dip to benefit from short rest slot regen for elixirs and spells.
-1-2 lvl wizard dip for rituals and small spell slot regen.
-1 lvl order cleric dip, heavy armor proficiency for def can be worked in. voice of authority can go a long way to make the support casting you do go an extra step by giving allies a reliable reaction weapon attack.
-3lvl Druid dip to get healing spirit, shepherd for shortest healing boost or temp hitpoints.
@@binolombardi I'm not sure disciple of life would apply to elixers
Treantmonk's Temple
It won’t apply to elixirs, but using a healing elixir as an action frees up your bonus action to cast healing word/mass healing word.
I believe it would effect spell storing item if choosing cure wounds. The spell stored is “used” but not cast, allowing for cure wounds to be used and boosted by disciple of life. Healing word would be cast, getting disciple boost as well as alchemical sevant boost.
Picking one of the halfling sub races gives more support through different healing spells and paladin circle support buffs. The wording of these racial features adds the spells into any spell casting list you have access to.
Treantmonk's Temple
The ritual caster feat would go a long way to making an artificer feel more magical and extend the versatility. You could potentially cast a ritual at a higher level than you can prepare your artificer spells. Especially with the limited slots and preparations.
Could flavor the ritual book use as following instruction manuals while using your various tools to create the effects.
what feat did you choose for the human racial feat ? You forgot to mention it
Sharpshooter. ruclips.net/video/kMnBsmMEc4Q/видео.html
“I don’t want to do the same thing as everyone else.”
*picks variant human*
Ya I was like wah.
Great video Chris, did you factor in Bracers of archery when doing your damage calculations? I know typically you wouldn’t factor in equipment but since the Artificer can give themselves equipment you could do it.
Technically, bracers of Archery don't work with xbows.
Treantmonk's Temple yes I know that, sorry I should’ve clarified. I meant when you did you damage calculations with the Longbow and such.
@@keeganmbg6999 Ah, I see. No, I didn't. I realized about 1/2 way through the planning build that I hadn't - but I estimated the increase to damage at the level 12/17 levels to be about 2 more points. Decided that was hardly worth the infusion and attunement slot, and definitely not worth changing the build.
Treantmonk's Temple that’s an astute and fair observation. I would say it would only be worth it if you also got a Archery Fighting Style but even then at 4, even if it was 10 more DPR per round....with your build I wouldn’t think it was worth it for the life of the character.
@@TreantmonksTemple I might have missed something but let's see, at level 17:
Longbow +2 with Sharpshooter and haste:
3 × ((0,45 × 21,5) + (0,05 × 4,5)) + (0,45 × 10,5) + (0,05 × 4,5) = 34,65
Heavy Crossbow +2 with Crossbow Expert, Sharpshooter, and haste:
3 × ((0,45 × 22,5) + (0,05 × 5,5)) + (0,45 × 10,5) + (0,05 × 4,5) = 36,15
Longbow +2 with Bracers of Archery, Sharpshooter, and haste:
3 × ((0,45 × 23,5) + (0,05 × 4,5)) + (0,45 × 10,5) + (0,05 × 4,5) = 37,35
The Heavy Crossbow build deals 1,5 damage per round more than the basic Longbow build at the cost of a feat, doesn't seem worth it. And the Bracers of Archery build deals 2,7 damage more than the base build and 1,2 damage more than the Heavy Crossbow build at the cost of one attunement slot, not as high price to pay than a whole ASI in my opinion, at least at earlier levels. Until level 10 the Heavy crossbow build is stronger but BoA build deals more damage from level 10 and saves one ASI for other stats or feats.
Now I would like to ask your opinion on this matter. Did I miss something or is the heavy Crossbow still better in your opinion? What about in games with fewer magic items to attune to?
EDIT1: Forgot to add that Longbow is also much lighter (2 lb vs 18 lb) and has better range (600 vs 400, considering both builds have Sharpshooter).
EDIT2: A Hand Crossbow build with Crossbow Expert and Sharpshooter can deal an average 37,6 damage a round at 17 (with haste) while getting a shield while having a lower range (still 120, more than enough for most encounters).
Am I missing something? Seems like Artificer is simple weapon only proficiency... so you’re burning feats for long bow and heavy cross bow unless you take a multiclass for martial proficiencies
Battle Smith subclass gets martial weapon proficiency.
What is the max CR for the Iron Defender...I want to make. Kobold Battle Smith with an alligator as an Iron Defender
What do you think of the artillerist subclass in terms of combat vs the battle smith?
my initial gut feeling is it should be fairly similar in terms of effectiveness, but I'll do some deeper analysis when I do my first build vid.
what about sling + magic stone artificer build. I would like the sling to be useful for a change
For me, the sling is often a "stuff it in your pocket and forget about it until everything goes to hell" thing (e.g. you're disarmed, or you're a caster stuck in Silence or an Anti-Magic Field or without your focus or components).
@@bigdream_dreambig good point but to be useful only in one rare circumstance. no one gives the sling any love.
Unless I'm reading something incorrectly, I was under the impression that you couldn't swap out Cantrips until 10th level.
My version says you can change every time you gain a level.
Ah, so you can! I'm glad I noticed that! My decision making process will be much easier now.
This is a little bit of a tangent, but... do you happen to have a good throwing character weapon build?
Did they change the interaction between hand crossbows and shields so you can wield both?
I see. I'm not convinced that's the intent, as it makes hand crossbows even more powerful, but it's good to know that's where he's coming from.
JC said in an interview that the intent is you could use in combo with a shield. I include the clip in my Artificer Questions Answered vid from a couple weeks ago.
@@TreantmonksTemple that is interesting, thanks for taking the time to let me know =). He was referring just to the infusion and not the "crossbow expert" feat correct?
@@ariashkenazi9211 Yes, he was specifically talking about the infusion.
How does he have warforge and artificier?
Hey! I am a Goblin Battle smith level 3 who is kinda using this Guide as a guideline. However I dont get a feat at first level.. Is it more beneficial to take the sharpshooter feat at 4th level or 2 points in my intelligence
Sharpshooter will probably make you deal more dmg on average (depending on your current int and the enemies ac), but taking the points in intelligence gives a lot of utility like a higher spell save dc, more spells known and other shenanigans that depends on itelligence.
I know the spell storing item says it requires a action to use, but what if I wanted to use sheild or another spell that uses a reaction or bonus action? As a dm I think I would let PC's use the item as if they were casting the spell normally, any thoughts?
I don't think I would. This feature is quite powerful as it is: with an intelligence modifier of +5, you get 10 "applications of the spell's effects" every day! I'm sure the designers took a very close look at it and had a good reason to disallow the bonus action, reaction, and 1-minute casting spells. One other thing: note that the specialists' added spells (like Shield) aren't on the artificer spell list, so none of those are eligible either.
Quick question on - why do we need crossbow expert for the hand crossbow option (looking at the chart around 8 minutes)? Is that in order to be able to wield the shield, while with heavy crossbow, you're not worried about a shield anyway so it doesn't matter?
... probably because the pets attack doesn't scale well so access to the bonus action attack is why.
To get the bonus action attack
@@TreantmonksTemple This doesn't make sense to me. Assuming an initial Int modifier of +3, isn't the Steel Defender's Rend (1d8+Prof) an equivalent use of the bonus action to an extra hand crossbow attack (1d6+Int) at every level except 4 and 8 (because the ASIs come one level before the proficiency bumps)? Doesn't seem worth the feat.
Factor in pistol and a shield…
I was just checking the artificer spell list. Did WotC really drop arcane weapon as a spell?
deirakos too strong as a 1 level dip for multiclassing.
@@keeganmbg6999 is it that much stronger than hex or hunter's mark though?
Yes.
Only the Battlesmith could benefit from it now so it got dropped. Frankly, I'm not sure they need it... better to update Elemental Weapon to work with all weapons.
deirakos yes it is. You don’t have to move it which is a huge bump up, it can change damage types which is far more versatile, and it’s on your weapon not the target so you can cast it before you even see an enemy.
beep
Should you really be comparing damage to the amount of times a fighter can attack? No you shouldn't. That damage table is useless with an artificer build.