New Artificer | 2024 Player's Handbook | D&D

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  • Опубликовано: 26 сен 2024

Комментарии • 37

  • @robertdebroeck8291
    @robertdebroeck8291 Месяц назад +7

    I love the changes you made to magical tinkering! It makes the artificer have the ability to make magical objects from level 1 which is the very basis of the class’s identity

    • @daleanddale
      @daleanddale  Месяц назад

      Glad you like it. Keep me posted on if you play with my rules in a game!

  • @Comicsluvr
    @Comicsluvr 26 дней назад +6

    The core Artificer class certainly needed some TLC. I can appreciate that you tried to keep the class on par with other classes in the new PHB.

  • @chrisg8989
    @chrisg8989 17 дней назад +3

    I have found Magical Tinkering way more useful and interesting than any cantrip I have played with.

  • @daleanddale
    @daleanddale  20 дней назад +2

    I'm now playing my updated artificer from level 1 in a game!
    Let me take it for a first hand test drive. (Already semi-tested with my players.)
    Can't wait for level 2 and getting alchemy jug, returning weapon, Enhanced focus, and still deciding on 4th infusion.

  • @RafeLaet
    @RafeLaet Месяц назад +2

    This artificer looks like he has been through some tough life decisions....maybe that's something he had to do to be featured at D&D panel and not forgotten as the eberron setting.

  • @jeffersonian000
    @jeffersonian000 24 дня назад

    In our current campaign, Artificers are an extremely important profession as we are playing in a Victorian style Steampunk setting based on Spelljammer. We pool Artificers to craft modern day equipment as alchemically treated hand crafted Steam tech. For example, the Clockwork Wand (a Lemat revolver used as a spell focus to fire chaos bolt by spinning the cylinder, or casting a spell “shell” from the shotgun barrel).
    My Mage Tank is a Mark of Warding Dwarf Armor/Abjuration Wizard that is functionally immune to damage via stacking Arcane Ward with Armor of Agathys while wearing full plate with an infused shield. She’s a Squat from 40k, displaced in our setting with a broken suit of power armor. My DM hates this build, but I love it! She can ignore over 600 damage before starting to run out of HP.
    On the other hand, a reoccurring threat in our setting are “Labyrinth” Clockwork Goblins jousters (Autognome Battlesmith/Cavaliers riding their “auto-pantaloon” Steel Defenders with enchanted saddles. You are at disadvantage from hitting them or their mount, they can’t be dismounted, and they get to hit you with an infused lance (blade gauntlet) and repulsion shield. It’s a beast of a combination.
    We love Artificers, and I love your update to the class.

  • @virplexer1428
    @virplexer1428 25 дней назад

    Just a 2 cents here: I've found magical tinkering to be flavorful (obviously) but have found actual uses for it.
    For one, magical tinkering can be used to put a small emergency light on a necklace or bracelet or something. A little imagination will let you find a way to cover/uncover it so a PC without darkvision can use it to see by just spending an object interaction.
    The picture can be used to accurately show people pictures, of course minor illusion or something could do that but its neat.
    The biggest thing is that because its magic, you can put it on something like daggers, perhaps a handaxe, or a light hammer. Letting you make magic weapons to bypass resistances. They also are good for putting on throwing weapons to give magical throwing ammo to classes that need it. This is really handy for the Battlesmith, who needs magic weapons to use their ability. Being able to make some without infusions is really handy in a pinch or just to use as throwing ammo.
    Not to say that I don't think it needs a re-work, but just wanted to share my experience with it. Also, in the revised rules, bypassing non-magic BPS isn't a concern so besides for battle smith, it's definitely worse off.

    • @daleanddale
      @daleanddale  25 дней назад

      There are still all the original usabilities for magical tinkering through cantrips. But yes you dont have access to all off them all the time.

  • @daleanddale
    @daleanddale  Месяц назад +3

    Stay tuned for the subclasses and then Bloodhunter!

  • @virplexer1428
    @virplexer1428 6 дней назад

    Thought about this video a bit after a week or two. I've come to a few conclusions.
    I love the new magical tinkering and its flavor, and how it can tie into the 11th level ability thematically but... the fact that it uses infusions kinda blows. Past level 1 I'd probably never make one unless i really need a specific cantrip for some reason, because I'd prefer a item from the infusions most of the time. I do love free mending tho
    This one is a little on the nitpicky side but I don't enjoy the infusions scaling at the same rate that infusions known does. I do enjoy the more infusions, artificers definitely should get more. In 2014 the amount mirrors eldritch invocations perfectly, but since the amount of invocations a warlock can have went up I think artificer's infusions should as well. But, part of the fun of artificer was picking up a bunch of different options that might be useful and being able to switch between them, along with switching what spells I have prepared, etc. Now, its a no-brainer to just make all of them because I can.
    Another one is being able to repeat infusions + being able to get more infusions with spell slots. Being able to make a ton of magic items is cool and flavorful, but when I think about it for a bit there's really nothing stopping me from dumping all my spellslots on more magic items. And why shouldn't I? making magic items is what artificers do, and I can give the whole party +1 equipment, mind sharpners, cloaks of elven kind, etc. But then, when combat rolls around, well my whole party is boosted, but I don't have anymore spellslots to actually... do anything in combat. Maybe I saved a few, but not enough for a whole day of adventuring. The results kinda will speak for themselves, and I'd imagine I'd feel a pressure to always spend my spellslots that way because its the most effective way to use them, but I'd also feel a pressure from the party as well even if they don't actively pressure me, since by not doing it I might seem selfish.
    Maybe that last bit is exaggerated, but I think it could definitely happen, just look at how clerics were treated in previous editions, basically becoming 'heal-bots' because healing was so important and so few and far between. I feel like with this, artificers could become 'Magic-item'-bots, especially in low magic item campaigns.

    • @daleanddale
      @daleanddale  6 дней назад

      I have been playing with my changes and my dm came up with scaling magical tinkering uses per different tiers of magic items idea. This really helps with balance (making level 6 infusions cost 2 magical tinkering uses, level 11 cost 3, and level 14 cost 4 MT each.)
      Redownload the PDF for the changes :).
      Yes, becoming a magic item bot could definately become a thing.
      To combat this, each subclass has a way to use magical tinkering for their stuff: Artillerist Cannons, Alchemist Potions, and Battlesmith "smites" and healing their doggo. Except armorer who's thing is just making a bunch of magical items and attuning to them.
      I'm thinking about giving Alchemists scaling potion making Magical tinkering mechanics. 1 MT for common pots, 2 for uncommon, 3 for rare, and 4 for very rare of course scaling with probably the same 2, 6, 11, 14 of replicate magic item infusions and they would be the only subclass that can learn potions.
      Thoughts :)

    • @virplexer1428
      @virplexer1428 2 дня назад

      ​@@daleanddale My first impression of that (no actual play experience) is that while definitely more balanced, a player who is inclined to become a magic item bot for one reason or another will still be inclined to become one, just now they don't use their subclass abilities either.
      Tbh this could be a non-issue in play since I haven't gotten to try it out yet. I do like the flexibility it gives the artificer though.
      I think IF it becomes an issue, make it so they can only make magic items that last till long rest at the end of a long rest, but they can still make more throughout the day if the really need it, just its duration is decreased.

    • @daleanddale
      @daleanddale  2 дня назад

      @virplexer1428 The infusions only last until the end of a long rest. Its a line in there, I might have left it out of the video.

    • @virplexer1428
      @virplexer1428 2 дня назад

      @@daleanddale I know, my suggestion that if it becomes an issue make it so you can only make magic items with that duration at the end of a long rest. Items you make on the fly could have a shorter duration, like 10 minutes or an hour.

    • @daleanddale
      @daleanddale  2 дня назад

      @@virplexer1428 Hmm, like spending less magical tinkering uses to make powerful items but for less time. Interesting.

  • @AnaseSkyrider
    @AnaseSkyrider День назад

    This artificer still needs a few updates to be more parsimonious with the new rules.
    *Tool Expertise*
    Tools now function differently in a few key ways:
    1. They're a back-up proficiency to a skill you aren't proficient with, e.g., Smith's Tools instead of Athletics to pry open a door.
    2. The ability score for the tool's checks might be different from the ability used for the default skill.
    3. There aren't any ways to have Expertise in any tool proficiency.
    4. Having both a skill and a tool proficiency for the same check provides hard-coded advantage, not merely "might provide some benefit which could be advantage or could be a narrative-appropriate benefit" like it was in Xanathar's.
    Given this, the 6th-level Tool Expertise feature probably needs to become something like how the Ranger gets Deft Explorer, which is "+1 Expertise & +2 something else" at level 2; instead of +2 Expertise at level 1 like the Rogue. You could probably still call it Tool Expertise, but instead you'd get 1 Expertise and 2 artisan tool proficiencies. You'd grant this feature at least twice, if not three times; something like levels 2, 6, and 9. (The Ranger, after Deft Explorer, just gets the regular Expertise in 2 skills at level 9, so this ends up with the same total skill Expertise but 1 more tool than they have languages.)
    This way, the Artificer can at least expand somewhat horizontally and vertically when it comes to using their skills and tools.
    *Crafting*
    Crafting is basically unchanged from the Xanathar's model. You need:
    - A proficiency prereq.
    - Time and gold as a proportion of its purchase cost.
    And: they picked out basic items for each tool to craft (the mechanical and real world verisimilitude of these lists are sketchy at best). It's highly likely that magic item crafting will be in the DMG and operate on a similar chassis as this, as it did in the 2014 DMG and Xanathar's. The only other added interactions are with the Crafter feat, which provides basic item discounts, and the ability to make 1 temporary item per day out of an even smaller item list than before, and not even with most tools.
    Meanwhile, the Magic Item Adept feature at level 10 provides these features for crafting:
    - Common magic items take 1/4 the time and 1/2 the price to craft.
    - Uncommon magic items take 1/4 the time and 1/2 the price to craft.
    This is way too high level to see any benefits. The Crafter feat doesn't even improve basic crafting, so there's room to have a more incremental set of features that provides benefits to mundane crafting, and eventually magical crafting (ideally not stopping at uncommon items). I'd probably start by tacking those sorts of benefits onto The Right Tool for the Job, since crafting is an activity done over the measure of days, so you could flavor it as being able to make tools so hyper specific for the task that you can do it better (otherwise, a separate feature at the same level).

    • @daleanddale
      @daleanddale  4 часа назад

      @AnaseSkyrider you are right.
      Crafting/tools still need work in 2024, so to make Tool Expertise a usable feature, that whole system would be redesigned.
      I have thoughts on how to redesign it, but I'm going to leave it up to people to choose their own ways of dealing with tools for the time being.
      If you're interested in my thoughts or want to help me redesign it, feel free to email me at dalems4@gmail.com.

  • @avsabari1263
    @avsabari1263 28 дней назад +1

    Got your Artificer booklet.
    Nice work.
    Doing some work on the subclasses though. I feel they still need a little of tlc.

    • @daleanddale
      @daleanddale  28 дней назад

      @avsabari1263 I feel like I've maintained 5e's simplicity while giving them the little bumps they needed.
      I would be curious to know what else you would add to them. Without* making them more complicated.

    • @avsabari1263
      @avsabari1263 28 дней назад

      @daleanddale
      My wording maybe wasn't the best.
      Yeah, you did great. I just like to homebrew everything a little :) so need to make sure they fit my games.
      Your approach really helped.

    • @daleanddale
      @daleanddale  28 дней назад +1

      @@avsabari1263 Thanks! Making things fit your own games and style is a lot of the fun of d&d. Glad to provide a good foundation to build off of.

  • @DrgnDrake
    @DrgnDrake Месяц назад +1

    Well, it was a good start at least.

  • @liberalideas8224
    @liberalideas8224 Месяц назад +1

    I have an Artificer in 5e that I v played for a while and have really enjoyed playing, especially the part of the class where you RP the magic as something much more mechanical or scientific than simply waving of a hand to produce a magical effect. That said, Infusions have always been incredibly odd to me for two reasons. The feature seemingly offers a completely new way to create a magic item at no cost of materials or time, and man, that's just odd to me. It completely ruins the idea of what NPC crafters in the dnd setting do, effectively devaluing their work. Secondly, its an incredibly bloated feature as far as the options go and can be extremely overwhelming to a player that doesn't sink some serious time to go through all the options.
    Okay, about to rant here for a bit, but I feel I need to just to get the idea out of my head. Sorry for the length.
    Personally, and I know this would be a potential nerf depending on how it was handled, I would like to see the level 2 feature be more of a Walmart, discount version of infusions as they currently are, offering a more streamlined set of options and that they would be only temporary, lasting a set amount of time depending on the effect chosen. This would be something conducted as a ritual, so 10 minutes to highlight the hasty construction of this magic item, and have a heavy focus on being incredibly flexible vs flat out always a strong pick. I would then move the grown up version of this feature, the full construction of magic items, to a very high level. I would also pepper in a mechanic of drafting various "schematics" as part of both of these features, which could also be something you find through out the world or buy off vendors. Given the higher level, the deeper mechanical involvement, and the addition of specific materials with costs I would also throw in for the higher level feature, I think this could lead to a powerful, balanced, and fun feature set that is much more in tune with the setting of dnd.
    In my head, this would play out as something much easier to understand at lower levels, and potentially being something more useful as you can rely on the flexibility of it rather than stressing on what are the best picks longer term. This also go hand in hand with the other features in the class such as being able to produce any tool when needed. The end game of having a legit, involved system of crafting gear can both be strong, satisfying, and unique to the Artificer. Not to mention that both these features can be augmented in various ways by the subclass choose, such as the alchemist. That may just be a bunch of wishful thinking though since I dont have anything truly drafted up for that and I am just some rando on the internet. Thoughts?
    Edit: I didn't mention above, but this would include some streamlined, easy to read tables that focused more on interesting options rather than just +1s or bonus 1d6 whatever damage. A touch of that is okay, but these should have a certain flair that people can start to attribute to artificers such as an effect that states something like:
    Lower level hastily constructed/inscribed "infusion"
    "when used as part of a thrown weapon attack, the weapon explodes with force. In addition to doing it's normal weapon damage if it does hit, it also does an additional 1d4 force damage in a 5ft radius and pushes anyone who fails a saving throw back 10 feet if they are large or smaller, regardless if it hits or misses."
    Higher level "infusion"
    Law of attraction - Can be infused on any strip of metal, at least 1 foot in length, wrapping it in copper strips. When infused on a weapon, the weapon becomes a +1 magical weapon in addition to the following effect. This item or weapon can either be set upright to be activated at the start of your next turn or used in a melee/thrown weapon attack if it is infused onto a weapon, in which case it activates immediately as it lands regardless if it hits or misses. If used as a weapon, it possibly attaches itself to a target if it hits if that target is either wearing metal armor or made of metal. In addition to doing it's normal weapon damage if it is used as a weapon, the infused item then sends out magnetic pulses each round once activated for up to 1 minute (10 rounds). At the end of each of your turns while this infused item is activated, every creature made of metal, wearing metal armor, or wielding metal weapons within a 30 foot emanation of the Infused item has to make an athletics saving throw using the artificer's spell save dc. On a failed save, those creatures and/or objects are pulled 15 ft closer to the Infused item, or to the closest empty space and have their movement speed reduced by half until the end of their next turn. Creatures affected by just wielding metal weapons can choose to drop their weapon at the start of their turn to end the affect on them. Objects automatically fail this save, are pulled the entire 30 feet and if any creatures are in their direct path while being they are being pulled, they do 1d4 bludgeoning damage to that creature. This item has 2 charges, and gains 1 charge on long rest. (very much a bit wordy and perhaps a little niche, but I would rather a bit wordy and clear vs written too simply and confusing)
    TLDR: useful, interesting, yet a bit of a double edge sword since it doesn't discriminate between friend and foe. It is also something that the artificer can use, or can hand off to the party's barbarian for a bit of fun.

    • @daleanddale
      @daleanddale  Месяц назад

      Thanks for the feedback I should have all the subclasses out tomorrow :).
      Yes, artificer infusions are a lot of text for a new player.

  • @avsabari1263
    @avsabari1263 Месяц назад

    Re magical tinkering: could you have multiple items working at the same time? (Free cantrips for the whole party?)

    • @daleanddale
      @daleanddale  Месяц назад

      Yes! Not free, as they cost magical tinkering uses.
      You can even have multiple of the the same cantrip/infusions going at the same time.
      Level 1 you can give out 4 cantrip infused items if you wanted.
      Level 2 you need to decide between actual infusions and cantrip infusions
      Level 3 you decide between actual infusions, subclass powers, and/or cantrip infusions
      Level 5
      1. You go up to 6 magical tinkering uses per long rest.
      2. Infusino Infusion - Lets you convert spell slots into more magical tinkering uses letting you chose between your spells or pumping out more magical items for the day for the party.
      Good question!

    • @avsabari1263
      @avsabari1263 Месяц назад

      @daleanddale
      Pretty cool and leaves lots of room for creativity.
      A little worried about balance and not foreseeing all the vast possibilities, but I'll give it a go in my campaigns, if the players are interested.

  • @chriscain8515
    @chriscain8515 11 дней назад

    Drives me insane when people pronounce artificer like this and not like artificial.

    • @daleanddale
      @daleanddale  11 дней назад

      I almost put in the ar tif i cer sound bit gag.

  • @ladaas9528
    @ladaas9528 8 дней назад

    I am sorry, but just no. Giving anyone in your party, full access to any artificer cantrip every day, making 4 magic items at lvl 2. It is way too much.

    • @daleanddale
      @daleanddale  7 дней назад

      @ladaas9528 thank you for your feedback.

    • @daleanddale
      @daleanddale  7 дней назад

      @ladaas9528 if you hit that subscribe button you'll be number 69.
      Also if you email me at dalems4@gmail.com I'll send you a free copy of the pdf :)

  • @Oblivianos
    @Oblivianos День назад

    how would these infusions work with armorer's two extra infusions for their armor? free of charge no tinkering consumed?

    • @daleanddale
      @daleanddale  12 часов назад

      Here's my little vid on it. ruclips.net/video/1XC2UjEdeSY/видео.html