As a note for Artificers everywhere, there was an errata a while back that expanded Replicate Magic Item to include all Common Magic Items, so enjoy infinite uses of the Wand of Smiles and Frowns, or the Orbs of Sheilding and Imbued Wood Focuses if you want something practical
@@MrRukrio1 If you want the word straight from the horse's mouth, check the top Sage Advice Compendium PDF in Wizards of the Coast's articles. It'll contain links to the latest errata.
by the point on the list where they mentioned cloak of a bat I thought You can make Batman (which No duh) but then I thought of making another certain superhero that has no powers in Luke’s Inn the night with gadgets to stop super powered villains. One of which has plant powers.
Also spell tattoos. You don't have to know or have access to the spell in question to make the tattoo and even after using it you can just make a new one the next day. Enjoy having all the 1st level spells I guess.
You missed the "Repilicate any common magic item" section. U can get spellwrote tattoo and its amazing. Gave our gunslinger hex once Per day and thy kick ass with it
How did you (or your DM) rule with thespellwrought tattoo? That you knew "spellwrought tattoo" and when you created it you chose the spell, or when you got it you knew "spellwrought tattoo: Hex"? I would hope it would be the second option, as that would allow you to get multiple different ones (and create more with normal magic item crafting as you now know how it is made) but I haven't seen an official ruling... Also, in games were you have long time gaps, Pot of Awakening is another great one, as you can continuously roll out awakened shrubs and with the Tasha's companions features or some interesting builds to give them more power you can grow your own army.
@@ok0then As a general rule the magic items available for Artificer infusions are never consumable items. I suppose it can be house ruled but I think magic item infusions are intended to be of a more "Permanent until dismantled" nature. Obviously the exploding horn stands out from this tendency but it's not so much as being "consumed" as experiencing a "catastrophic misfire!" But that's just my observation, you do you my friend!!!
@@mrjacob7795 Getting a spell wrought tattoo is 100% rules legal as written, no need for house ruling. In fact the house rule would be that you can't make one
@@yourguykhonshu3972 Apologies for the lack of clarity on my part, the house-ruling aspect I was referring to was the creation of a consumable item the replicate magic item feature of artificer infusions. Quoting from the book: "Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls." Spellwrought tattoos are essentially spell scrolls in how they work so it appears to be a small oversight in how the rules were written. But like I said, you do you and have fun!
Like he said in the beginning of the video, because with the exception of some generally good for everyone infusions like Cloak of Protection, the artificer infusions are entirely situational and giving them a general ranking compared to one another is impossible. There may be some situations where the Boots of Striding and Springing are the best option and other situations where they are the worst. It really depends on the party makeup, what the campaign is, where the party is or where they expect to be going, and what they expect to be fighting.
It really is criminal. I WANT to be the gadget guy that hands out a bunch of cool gizmos to party members, but the class feels so lacking and you get so few at a time that it's hard to justify not hoarding them for yourself...
Note for the bracers of defense: They only work if you are not wearing armor and not carrying a shield so it's only good for giving to the unarmored classes to make them a little less squishy.
technically you can't take enhanced defense twice, since (with the exception of replicate magic item) you can't take any infusion more than once. That said, you could take either of the 6th level infusions that increase defense to a similar effect.
you dont need to have it take two of your Infusions Known, once you have it, you're allowed to infuse as many objects with the infusions you Know up to your infusion slots. So if you have say, both Bag of Holding and Radiant weapon as infusions known, but only 3 infusion slots, you're allowed to make 3 bags of holding and maintain them at a time, but you wouldnt beable to add Radiant Weapon to anything until you stop maintaining one of the bags.
@@PrinceNikkoTethlar not exactly, as per the infusion ability description: "You must touch each of the objects, and each of your infusions can be in only one object at a time."
@@PrinceNikkoTethlar Technically by RAW you can only use each known infusion on one item at a time. Unfortunate but can always check with the DM to homebrew an exception. (TCoE pg 13 paragraph 2 sentence 2 if you wanted to check)
@@PrinceNikkoTethlar "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." Hence the need to mention later: "Unless an infusion's description says otherwise, you can't learn an infusion more than once."
My 14th-level Artificer was able to combine an Ersatz Eye with a Gem of Seeing (Infusion) to create a Truesight Prosthetic Eye. She then dug out her right eye with a spoon so she could use it. All she has to do is blink, and then its 120 feet of Truesight for 10 minutes. This was damn useful when we fought a Coven of Hags, since those nutty old broads kept ambushing us from the Ethereal Plane. Truesight allowed US ambush THEM. Also, our BBEG is fond of using Simulacrums, Illusions, and Invisibility. Dealing with him has been AGGRAVATING, and this new magic item is a HARD counter to all his tricks. Campaign finishes next week!
Just realized the combo potential of the horn of blasting + humonculus servant, let's you use the powerful item as a bonus action and also put the consequences on a expendable unit that can be re-infused later
Only problem is requiring you to use a command word, which the homunculus cannot speak Arguably you could give it a magical tinkering item with a recording of you using the command word but that is up to your DM
Arcane propulsion arm is essentially meant to be used by the armorer subclass (specifically the guardian) so their punches do more damage and have a bigger range
Not strictly, i mean the included weapon is different and does not stack with your existing weapons, you can punch either thunderously or forcefully, not both at the same time
Guardian Armor Thunder Gauntlet and Fire Bolt vs Arcane Propulsion Gauntlet, ignoring all of the extra utility provided by the former: Armorer's Int to Attack and Damage applies to Thunder Gauntlet and Lightning Launcher specifically. If you tried to use the Arcane Propulsion Gauntlet's ranged attack as an Armorer, you'd have to use Strength (thrown, not finesse). If your Int mod is +1 or better than your Str mod, then the Thunder Gauntlet is better, and that is if you don't use Enhanced Weapon on the Thunder Gauntlet (which you can do, unlike Arcane Propulsion Gauntlet) which would further widen the gap. If you had a 20 str and 14 int, then using Arcane Prop Gauntlet would be the infusion to use instead of Enhanced Weapon on the Thunder Gauntlet. This also means you don't get the chance to +2 your armor, as a Guardian Armorer, there's a decent chance you'd do since you can't Arcane Prop Armor a magical armor anyway. As a 14th level Infusion, level11 Firebolt would deal 16.5 average damage vs Arcane Propulsion Gauntlet's 4.5+Str. At level14 you would need to hit both attacks with +4 damage to beat an average hit of Fire Bolt. At level17 where Fire Bolt goes to 4d10 (22 average), you would need +7 damage and hit both attacks to beat Fire Bolt as a ranged attack. It's hard for the Arcane Gauntlet to hold a candle to the standard Armorer attacks, in addition to the utility they bring (Disadvantage to hitting allies, Displacement+Reaction attacks next level, higher Fire Bolt ranges, using Int before level14, using Int for Lightning Launcher)
A bunch of rogues were hiding in a room once and i knew they were there, but could not see them. so I used the pipes of haunting. They both failed the save and left their hiding places to try and run away. So that was lit lol
I feel like the artificer and cleric are very similar in that they are both very tanky, and have great damage early game which starts to fall off later in the game. The difference is that the artificer has a lot more utility while the cleric has a lot more healing.
@@defensivekobra3873 I break tanky down to a few things total hit points, armor class, saving throws, and healing. For example a eldritch knight fighter has really good AC and good HP, but has crap all in the way of healing and only has indominable to bolster their saving throws. On the other hand a paladin has a bit lower AC equal HP great saving throws thanks to aura of protection and access to some semi reliable healing.
@@NobodyDungeons no man is an island, the cleric's self-healing is also their other-people-healing and is expected to be distributed across the party wherever it is needed (the only place self-heals would be valid as contributing to tankitude IMO is with life domain, vampiric touch and champion fighters as they specifically heal you, not anyone else). Unless of course you abstract "tanking" as "protecting party members from harm, absorbing blows meant for them" where healing overall would play a huge role to tank potency and where abjuration wizards are king and were the cleric would be the tankiest bitch in the game
Now I am going to be critical of your panning the homonculus. I am playing an artificer have one of these and absolutely love it. There is a argument to be made this or familiars (or do both like me) in there usefulness. I am not sure if everyone considers it worth the infusion but the extra attack that does scale with you spell casting stats is really nice. I will grant Battle Smith and Artillerist use their bonus action for other things but if you want to weaponize your bonus action as a Alchemist or Armorer like me then by all means. In addition to basically the same usefulness as a familiar.
I would like to remind people that it only requires ONE bonus action to command a homunculus if you are smart about it. If you command it to "attack hostile creatures" it will keep doing that until it is either dead or there are none left and doesn't actually require subsequent bonus actions to keep doing. You only need spend the bonus action on the initial command and whenever you want to change the command to something else.
@@anthonynorman7545 I dont see why you couldnt with a specific enough command. your servant doesnt have the mind of a gold fish where it forgets what it was doing a few seconds ago. yeah, you can micromanage it every turn if what you are doing requires precision, but if you want it to just make a general nuisance of itself, why couldn't i just tell it "keep attacking until i say otherwise"? If a zombie can keep doing what it was ordered to do until the task is complete, why can't a homunculus?
You glossed over the bag of holding, which as a infusion has some major implications. Note, when you reinfuse your old infusions stop functioning. It does explicitly say when the bag becomes non magical the contents are placed in the spaces around the bag harmlessly, but if those spaces are say, suspended in the air then gravity takes over. Pair with the mayo creation of the alchemy jug for a once per month(the amount of time it takes a alchemy jug to completely fill a bag of holding) rancid mayo bomb.
Pipes of Haunting are my favourite 6th level infusion. For the Alchemist and Artillerist, which don’t have great options for their action in combat, it’s amazing and saves spell slots. And the effect is crazy powerful for control and concentration free.
SPOILER WARNING for Baldur Gate 3. 5:46 this is what they did with an ogre in Baldur gate 3, you can find a intelligence circlet that give the wearer insane int stat.
1:22 going to have to point out that there is no way to spend 2 infusions on enhanced defence because "Unless an infusion’s description says otherwise, you can’t learn an infusion more than once," and "each of your infusions can be in only one object at a time."
tashas adds the ability to make any common magic item, one of which is tashas "Spellwrought Tattoo", which could contain Find Familiar. this means that each day you can give 1 person a familiar. and since you only have to recast find familiar when it dies or when you want to change it's form, you can simply give any person a magic pet, the random towns guard gets an owl, that bartender gets a cat, etc.
You can't Infuse scrolls, and while Spellwrought Tattoo technically isn't one, I bet it certainly isn't intentional, they just forgot to add it to the exception list.
a warforged armorer artificer with enchanced defense, repulsion shield, cloak of protection and ring of protection would have an AC of 25, at level 4 take the fighting initiate feat and choose the defense style, wich increases your AC to 26, at level 8 take the duelist defensive feat wich allows you to add your pro bonus to your AC as a reaction, then take 6 levels into cleric forge domain to reach an AC of 27 + 6 --- 33
I think he means that artificers are good damage dealers early on, but really lose out at higher levels For the artillerist, half caster that just gets outpaced by the ridiculous damaging high level spells, and the battle Smith kind of loses out as the paladins and fighters damage continues to scale while it reaches its peak around level 5
@@avichaid6021 I mean, that depends on the situation. Goblins are naturally sneaky, so at low to mid tiers, especially with the arcane cannon feature, a stealthed scorching ray can do *massive* damage. Also, the damage output of an artificer is partially dependant on your items. that's kind of the point of the class
@@benjamincarlson6994 of course. Not saying artificers don't do damage But like the monk, they just get outpaced. Their forte is in their amazing versatility, the fact that they can out-tank anyone (especially the new armorer) and they're great support (and sometimes your just not the best candidate for all your items, which is kind of the point - e.g. the cloak of the bat is the greatest gift you can give your rogue)
The infusions to armor are permanent A lv20 armorer has 8 infused and equip 3 enchanted items Its part of there feat the armor isnt removable unless you will it, so share the infusions. Or even better be a power armor Merchant Btw you can infuse your armor of any common magic item infusion or replication infusion on here At level 9 Thats 8 bags of holding at lv 18 Thus 4 blackholes ARMORER IS SO COOL AND BROKEN Armorers 9th feature ARMOR MODIFICATIONS allows you to infuse any infusion to your armor, INCLUDING ANY COMMON MAGIC ITEM. Btw Any cursed armor you equip you turn it into power armor and become part of it including the curse. That now you can share or sell Or weaponize it.
It doesn't work nearly like this. 1. You can have specific Infusion only on a single object at a time. So no "8 bags of holding". 2. You can't infuse *any* Infusion on your power armor, only those that can be applied to specific parts of it, which are listed in the feature description. You can't Infuse parts of your armor as Bags of Holding. 3. There are no "+3" Infusions. Max AC bonus you get is +2. And you get it once, see above. 3 more AC you can get from 3 other Infusions, but that's it. Oh, and what do you mean by "sharing the infusions"?
08:37 not much of a caveat tbh, they do it magically, continue to function as normal lungs even in an antimagic zone (though they lose any other magic benefits when in such a location) and when removed your real lungs magically reappear. If anything they're better than the amulet because it's not exactly easy to steal someone's lungs
My first Artificer was a magic tattoo artist (all the infusions were the "replicate magic item" ones). It was such a blast to play them, especially when we got disarmed when we were captured and I got to be the designated badass
I think each infusion known can only be used to create one infusion so even shield and armour are two items you can't give them enhanced defense unless you find a second artificer to do that for you
Gonna say that the boots of striding and springing get a massive buff if you are a halfling AND using variant encumbrance as it pretty much doubles your lowered carry weight. Still not worth using your infusion on it
How did you know I was starting to play an artificer character today!?!?! lvl 5 Battle Smith so just enhanced weapon and defense for now, but going for that dummy thicc AC since my race is warforged
I think I’ve taken an Alchemy Jug ever chance I’ve gotten when playing a Alchemist Artificer, so I play the Mad Drunk Doctor. Or have solvents on hand constantly.
Unfortunately by rules as written you can only use each known infusion once at a time. So the enhanced defence double up doesn't work unless your DM makes an exception. I would recommend Repulsion Shield instead and use creative positioning to yeet your enemies into hazards.
You can't infuse 2 items with the same infusion, so you can't get both a shield and armor with +1 bonuses. In addition, features with the same name (such as +1 bonuses to armor class given to you by a piece of armor) don't stack, so a +1 shield and a +1 set of plate won't actually combine. ^That part's DM dependent though, as not all DMs run their game that way or are even familiar with it working that way, but I am 80% sure Crawford stated that in either a tweet or the Sage Advice document.
I believe the infusion rule is that you can't infuse 1 item with two infusions, for example, you can't have a cloak with cloak of the manta ray and cloak of protection on it. As for not stacking armor bonuses, could you tell me what page or sage advice told you that if you remember.
@@Wolfman-jo3mb I was mistaken on the Crawford ruling, my B. As for the Infusions: "You must touch each of the objects, *and each of your infusions can only be in 1 item at a time.* Moreover, no object can bear more than one of your infusions at a time." So, both are true. You both can't have 1 item with 2 infusions, nor can you have 2 items with the same infusion.
I’m sad that thier no summon infusion or any of the statue items like the gold lion and i know thier little buddy you can make but I mean a good summon it be cool be robot builder artificer . And i know battle smith thing but it just ranger with more steps
Unfortunately, you can't stacked enhanced armor unless you have a second artificer Edit: I mean a single artificer can't use enhanced armor on a shield and armor at the same time, you can only apply an infusion to a single item at a time, the other thing is valid
Enhanced Armor, Repelling shield, Ring of Protection, cloak of Protection, Amulet of health, Belt oh Hill giant strength. Take scale mail Armor. Assuming a Dex of 14 you start with AC 18 at lvl1, 19 at Lvl 2, 20 at Lvl 6, 22 at Lvl 10, 23 at Lvl 14, you can get as high as 25 if you get half plate and take Medium Armor Master and best of all None of this is DM dependent.
5:34 I always wondered how does disguise magic and disguise kits work. Can a tortle disguise as a human bar keep, guard, armored knight, Lord. What size are they can some one bump into your shell or is it magically gone.
PS: As Davvy says at 8 minutes in, dedicating all the infusion slots to increasing your AC is totally worth if youre playing a front liner. When youre facing off against demon lords and they cant hit you and you see youre DM getting annoyed, its both satisfying and terrifying to think of what they'll throw at you next.
Charisma save spells. That's what I fell back on with an op barbarian with Blackrazor and a homebrew race. Oh man, 100+ damage with healing every round, a fly speed, spellcasting while raging, and 25AC? Banish.
Love your stuff Davy. Thinking about running a module. I'm an experienced player, but inexperienced DM (I've done some Call of Cthulhu). Wondering if you've considered doing some Davy comments on some of the modules - I know you've chatted about those bitey bois in CoS?
Playing in a L20 one shot with a L20 battlesmith today so this was a well-timed video. (Small faerie with a magic greataxe and a bunch of TSARs, go go gadget!)
I plan on making an artificer who has conference issues and is constantly looking for ways to improve himself I try to make himself feel better it would be a good arc to have the party help pull him out of that mindset
Technically with the necklace of adaptation you can breathe underwater normally as well since it's "any environment" which would include bodies of water
Nothing to do with Artificers, but my goblin Barbarian managed to get her hands on Bracers of Defense, a Periapt of Wound Closure, and an Eagle's Whistle. She is a flying, unkillable death machine. Also just want to say that Davvy's right; Hat of Disguise is an amazing item. It's so much fun when the party's charismatic characters gets a hold of it, allowing them to fool basically every NPC you come across.
Let me explain my idea i had with my Artificer and "Returning Weapon". My little goblin artificer had a gun and a dagger as his main weapons, but also had "Catapult" as one of his spells. My idea? Since the dagger was a weapon that could be thrown, using the infusion on it, plus casting said spell at an enemy, would possibly result in a bit more damage due to the dagger. But also it coming right back to his hand to possibly use said spell again the next turn. This I had in mind for when the gun would run out of ammunition. It might sound dumb, and i haven't actually tried it, but hey, experimenting with what you can do is a part of artificer.
Imagine a 6 lvl artificer (battle smith) that multi classed into Eloquence Bard. The pet is a walking podium, amp, and sound system that serves as 1/2 to 3/4 cover. They could be a traveling fight/ circus/adventure company promotor going from town to town with his band of fantastic companions. Or They could be a politician / mediator with security. A noble with his fantastic orator and royal security 3-7 players. Start at level 5-8 that way multi classing could be staring up for your players and let it be amazing for everyone from the start.
So I had a discussion with my DM not to long ago about stacking the AC Bonus infusions and if they would stack. We couldn't really come to a conclusion on that though.
You can have only one object with specific Infusion, so you can't spend literally all your slots on AC. And you can put only one Infusion on a single object. Everything you can do *does* stack, however, just like normal magic items. And I don't think it would be broken. You can get max +5 AC from your Infusions, which sounds like a lot, until you remember that Infusions are applied *instead* of magic items (you can't Infuse already magical item), so if your DM is at least somewhat generous, any character can get similar bonus.
@@antongrigoryev6381 Well take Enhanced Defense for your armor, Repulsion Shield, and Replicate Magic Item (Cloak of Protection). Could you get the AC Bonus from all three items at once?
@@SpungeySays There's a rule about AC *calculations* not stacking. If an ability such as Unarmored defense or item, such as a set of armor, says "Your AC equals...", then it does not stack with other such abilities. If an item or ability just gives you bonus AC ("You get +1 AC"), then it *does* stack, both with AC calculations and with other AC bonuses.
So, I glued a wand to the bottom of a heavy cross bow, and picked up arcane focus because it actually works rules as written and screw any DM who wouldn't let you do this anyways.
I was a bit disappointed by the high level items the artificer could make because by the time you get there you either already found one or it’s just not very useful at that level.
I'm really, really hoping for more non replicate magical item infusions in the future. What we get isn't bad for a first foray mind, but there's a lot of overlap. As a DM I would say that if you can replicate it you can craft it wholesale.
Yeah, that would be a much needed boost, since right now a 1st-9th level artificer is no better at crafting magic items than a fighter with proficiency in smith's tools
maybe but that take a LONG time and a LOT of money. at most I might cut the time and money needed to craft some magic items by a little, but it still needs to be a challenge otherwise the party will be running around with WAY too many magic items.
@@companyoflosers I've thought about homebrew starting that part of the ability earlier and staggering it throughout. Like level 6, common and uncommon, level 10 rare and very rare, level 17 legendary... with each addition lowering the time of the lower tiers to a day minimum...? Iunno
How many infusions can artificer do in a day? I understand they can only have x number active but does that mean that they can repetitively infuse items throughout the day cause they just changed their mind or were showing how for coin over and over. Where does that state that?
Between this and nile reds videos my Ratman Artificer has been running around in my friends game and having a ball . Right now in trying to figure out how to build wrist rockets for the monk.
At level 4 I can have 2 infused items at a time and 4 known items all together. My question is, can I flip flop through my known infusions through out the day? Or can I only choose the 2 for the day and have to wait for a long rest to change my infused items?
Slow down and read the info please. Really awesome info and video. Thank you for making it. Can you do another or redo this one? I know longer videos don't get as many views because of younger peoples short attention spans. Most young people lol thanks!!!!
I actually homebrewed a bracelet of silence that enacts a very small localized silence spell in the radius of about a foot around itself and has charges. excellent for spell or firearm use when you want to be stealthy.
Can anyone explain the Enhanced Arcane Focus to me? I mean in the class description it tells me I can only use tools I have a proficiency with as a focus but with this infusion I can only infuse rods, staffs and wands...which I can't use...?
Spell send a friend. This spell turns your friend into a small projectile. Thes spells range and damage work like this the spell level adds 10 feet to its range. Your spell modifier adds 5 feet to it's range your friends size category subtracts 5 feet from its range. Your friend makes an extra off turn attack and adds 1D4 damage per every 5 feet of unused travel from this spell if the attack lands.
As a note for Artificers everywhere, there was an errata a while back that expanded Replicate Magic Item to include all Common Magic Items, so enjoy infinite uses of the Wand of Smiles and Frowns, or the Orbs of Sheilding and Imbued Wood Focuses if you want something practical
sauce?
EDIT: reading through 5etools i just now noticed this and MOM HOLY FUCK
@@MrRukrio1 If you want the word straight from the horse's mouth, check the top Sage Advice Compendium PDF in Wizards of the Coast's articles. It'll contain links to the latest errata.
by the point on the list where they mentioned cloak of a bat I thought You can make Batman (which No duh) but then I thought of making another certain superhero that has no powers in Luke’s Inn the night with gadgets to stop super powered villains. One of which has plant powers.
And at the level infusion upgrades, the rarity increases, so you can make Rare magic items at level 14
Also spell tattoos. You don't have to know or have access to the spell in question to make the tattoo and even after using it you can just make a new one the next day. Enjoy having all the 1st level spells I guess.
You missed the
"Repilicate any common magic item" section.
U can get spellwrote tattoo and its amazing. Gave our gunslinger hex once Per day and thy kick ass with it
How did you (or your DM) rule with thespellwrought tattoo? That you knew "spellwrought tattoo" and when you created it you chose the spell, or when you got it you knew "spellwrought tattoo: Hex"?
I would hope it would be the second option, as that would allow you to get multiple different ones (and create more with normal magic item crafting as you now know how it is made) but I haven't seen an official ruling...
Also, in games were you have long time gaps, Pot of Awakening is another great one, as you can continuously roll out awakened shrubs and with the Tasha's companions features or some interesting builds to give them more power you can grow your own army.
@@Gomjibar dnd beyond said it was valid. Spellworte tattoo is a common magic item. A consumable one but still.
@@ok0then As a general rule the magic items available for Artificer infusions are never consumable items. I suppose it can be house ruled but I think magic item infusions are intended to be of a more "Permanent until dismantled" nature. Obviously the exploding horn stands out from this tendency but it's not so much as being "consumed" as experiencing a "catastrophic misfire!"
But that's just my observation, you do you my friend!!!
@@mrjacob7795 Getting a spell wrought tattoo is 100% rules legal as written, no need for house ruling. In fact the house rule would be that you can't make one
@@yourguykhonshu3972 Apologies for the lack of clarity on my part, the house-ruling aspect I was referring to was the creation of a consumable item the replicate magic item feature of artificer infusions. Quoting from the book:
"Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls."
Spellwrought tattoos are essentially spell scrolls in how they work so it appears to be a small oversight in how the rules were written. But like I said, you do you and have fun!
The fact that theres so many infusions and so little slots, I’d love to see your personal ranking system on these.
You do get bonus slots as an artificer but yeah it would be interesting to see his rankings.
Like he said in the beginning of the video, because with the exception of some generally good for everyone infusions like Cloak of Protection, the artificer infusions are entirely situational and giving them a general ranking compared to one another is impossible. There may be some situations where the Boots of Striding and Springing are the best option and other situations where they are the worst. It really depends on the party makeup, what the campaign is, where the party is or where they expect to be going, and what they expect to be fighting.
Not All of them require attunement which is super usefull
It really is criminal. I WANT to be the gadget guy that hands out a bunch of cool gizmos to party members, but the class feels so lacking and you get so few at a time that it's hard to justify not hoarding them for yourself...
Sorcerers
Note for the bracers of defense: They only work if you are not wearing armor and not carrying a shield so it's only good for giving to the unarmored classes to make them a little less squishy.
Inb4 the monk with 22 AC
Give ac buffs to the monk. They will never get hit, and can ruin the day of their foe.
also good on races with natural armour like thri-kreen, autognomes, lizardfolk, or tortles
But Davvy, all the Jump Spells let me turn my armorer into a Power Ranger.
... what? Near instant armor wearing is perfect for that archetype.
Have you ever tried using the jump Spell to drop on someone.
Consider: Grapple, jump, then drop somebody.
@@the24thcolossusjustchillin39 DO THE MARIO
@@gingermcgingin1733 YAHOO!
@@the24thcolossusjustchillin39 hello there
technically you can't take enhanced defense twice, since (with the exception of replicate magic item) you can't take any infusion more than once. That said, you could take either of the 6th level infusions that increase defense to a similar effect.
you dont need to have it take two of your Infusions Known, once you have it, you're allowed to infuse as many objects with the infusions you Know up to your infusion slots. So if you have say, both Bag of Holding and Radiant weapon as infusions known, but only 3 infusion slots, you're allowed to make 3 bags of holding and maintain them at a time, but you wouldnt beable to add Radiant Weapon to anything until you stop maintaining one of the bags.
@@PrinceNikkoTethlar not exactly, as per the infusion ability description: "You must touch each of the objects, and each of your infusions can be in only one object at a time."
@@PrinceNikkoTethlar Technically by RAW you can only use each known infusion on one item at a time. Unfortunate but can always check with the DM to homebrew an exception. (TCoE pg 13 paragraph 2 sentence 2 if you wanted to check)
@@PrinceNikkoTethlar "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."
Hence the need to mention later: "Unless an infusion's description says otherwise, you can't learn an infusion more than once."
A rare moment where we see Davvy count higher than 9th level
It can in fact be done. Who knew. 😂. All honesty love these vids
Can I make a infusion to fix my relationship with my son?
Dad?
@@yeetatron1163 im already invested in this story
Ball.
My 14th-level Artificer was able to combine an Ersatz Eye with a Gem of Seeing (Infusion) to create a Truesight Prosthetic Eye.
She then dug out her right eye with a spoon so she could use it. All she has to do is blink, and then its 120 feet of Truesight for 10 minutes.
This was damn useful when we fought a Coven of Hags, since those nutty old broads kept ambushing us from the Ethereal Plane. Truesight allowed US ambush THEM.
Also, our BBEG is fond of using Simulacrums, Illusions, and Invisibility. Dealing with him has been AGGRAVATING, and this new magic item is a HARD counter to all his tricks. Campaign finishes next week!
Just realized the combo potential of the horn of blasting + humonculus servant, let's you use the powerful item as a bonus action and also put the consequences on a expendable unit that can be re-infused later
Only problem is requiring you to use a command word, which the homunculus cannot speak
Arguably you could give it a magical tinkering item with a recording of you using the command word but that is up to your DM
Arcane propulsion arm is essentially meant to be used by the armorer subclass (specifically the guardian) so their punches do more damage and have a bigger range
Not strictly, i mean the included weapon is different and does not stack with your existing weapons, you can punch either thunderously or forcefully, not both at the same time
Guardian Armor Thunder Gauntlet and Fire Bolt vs Arcane Propulsion Gauntlet, ignoring all of the extra utility provided by the former:
Armorer's Int to Attack and Damage applies to Thunder Gauntlet and Lightning Launcher specifically. If you tried to use the Arcane Propulsion Gauntlet's ranged attack as an Armorer, you'd have to use Strength (thrown, not finesse). If your Int mod is +1 or better than your Str mod, then the Thunder Gauntlet is better, and that is if you don't use Enhanced Weapon on the Thunder Gauntlet (which you can do, unlike Arcane Propulsion Gauntlet) which would further widen the gap. If you had a 20 str and 14 int, then using Arcane Prop Gauntlet would be the infusion to use instead of Enhanced Weapon on the Thunder Gauntlet. This also means you don't get the chance to +2 your armor, as a Guardian Armorer, there's a decent chance you'd do since you can't Arcane Prop Armor a magical armor anyway.
As a 14th level Infusion, level11 Firebolt would deal 16.5 average damage vs Arcane Propulsion Gauntlet's 4.5+Str. At level14 you would need to hit both attacks with +4 damage to beat an average hit of Fire Bolt. At level17 where Fire Bolt goes to 4d10 (22 average), you would need +7 damage and hit both attacks to beat Fire Bolt as a ranged attack.
It's hard for the Arcane Gauntlet to hold a candle to the standard Armorer attacks, in addition to the utility they bring (Disadvantage to hitting allies, Displacement+Reaction attacks next level, higher Fire Bolt ranges, using Int before level14, using Int for Lightning Launcher)
Can’t wait to play my Warforged Artificer character. Planning on flavoring some of the infusions as functional upgrades to himself.
It's a fun time!
A bunch of rogues were hiding in a room once and i knew they were there, but could not see them. so I used the pipes of haunting. They both failed the save and left their hiding places to try and run away. So that was lit lol
OH BOY, A LIST! MY FAVORITE!
I feel like the artificer and cleric are very similar in that they are both very tanky, and have great damage early game which starts to fall off later in the game. The difference is that the artificer has a lot more utility while the cleric has a lot more healing.
That depends a lot on the domain, most of them would only be "tanky" when compared to an archetypical sorcerer or wizard
@@defensivekobra3873 Well in terms of AC the artificer beats every subclass, but the cleric has way more self healing and likely better wisdom saves.
@@defensivekobra3873 I break tanky down to a few things total hit points, armor class, saving throws, and healing. For example a eldritch knight fighter has really good AC and good HP, but has crap all in the way of healing and only has indominable to bolster their saving throws. On the other hand a paladin has a bit lower AC equal HP great saving throws thanks to aura of protection and access to some semi reliable healing.
@@NobodyDungeons no man is an island, the cleric's self-healing is also their other-people-healing and is expected to be distributed across the party wherever it is needed (the only place self-heals would be valid as contributing to tankitude IMO is with life domain, vampiric touch and champion fighters as they specifically heal you, not anyone else).
Unless of course you abstract "tanking" as "protecting party members from harm, absorbing blows meant for them" where healing overall would play a huge role to tank potency and where abjuration wizards are king and were the cleric would be the tankiest bitch in the game
Now I am going to be critical of your panning the homonculus. I am playing an artificer have one of these and absolutely love it. There is a argument to be made this or familiars (or do both like me) in there usefulness. I am not sure if everyone considers it worth the infusion but the extra attack that does scale with you spell casting stats is really nice. I will grant Battle Smith and Artillerist use their bonus action for other things but if you want to weaponize your bonus action as a Alchemist or Armorer like me then by all means. In addition to basically the same usefulness as a familiar.
I would like to remind people that it only requires ONE bonus action to command a homunculus if you are smart about it. If you command it to "attack hostile creatures" it will keep doing that until it is either dead or there are none left and doesn't actually require subsequent bonus actions to keep doing. You only need spend the bonus action on the initial command and whenever you want to change the command to something else.
@@companyoflosers I mean that is one interpretation.
@@companyoflosers I'm not sure that's RAI. You might also be bending RAW
@@anthonynorman7545 I dont see why you couldnt with a specific enough command. your servant doesnt have the mind of a gold fish where it forgets what it was doing a few seconds ago. yeah, you can micromanage it every turn if what you are doing requires precision, but if you want it to just make a general nuisance of itself, why couldn't i just tell it "keep attacking until i say otherwise"? If a zombie can keep doing what it was ordered to do until the task is complete, why can't a homunculus?
@@companyoflosers I can't give you a narrative reason as to why, but it's there as a mechanical balance.
Still hoping that I get to live my dream of playing in a game of four artificers of each sub class.
Why?
@@defensivekobra3873 because
@@defensivekobra3873 because you get to be in an magitek army, duh
I mean it's cool AF, so I say do it
Sounds fun
You glossed over the bag of holding, which as a infusion has some major implications. Note, when you reinfuse your old infusions stop functioning. It does explicitly say when the bag becomes non magical the contents are placed in the spaces around the bag harmlessly, but if those spaces are say, suspended in the air then gravity takes over. Pair with the mayo creation of the alchemy jug for a once per month(the amount of time it takes a alchemy jug to completely fill a bag of holding) rancid mayo bomb.
Pipes of Haunting are my favourite 6th level infusion. For the Alchemist and Artillerist, which don’t have great options for their action in combat, it’s amazing and saves spell slots.
And the effect is crazy powerful for control and concentration free.
01:26 unfortunately you can only use each infusion once at a time, so you cannot, in fact, infuse the armour and the shield separately
SPOILER WARNING for Baldur Gate 3.
5:46 this is what they did with an ogre in Baldur gate 3, you can find a intelligence circlet that give the wearer insane int stat.
1:22 going to have to point out that there is no way to spend 2 infusions on enhanced defence because "Unless an infusion’s description says otherwise, you can’t learn an infusion more than once," and "each of your infusions can be in only one object at a time."
Not that knowing a infusion several times would help
@@defensivekobra3873 Well, replicate magic item is a single infusion, so if you want to replicate multiple magic items, it does help.
An artificer can use any of their infusions as a spell focus. Does that mean you can use your homunculus as a focus
Not object
tashas adds the ability to make any common magic item, one of which is tashas "Spellwrought Tattoo", which could contain Find Familiar. this means that each day you can give 1 person a familiar. and since you only have to recast find familiar when it dies or when you want to change it's form, you can simply give any person a magic pet, the random towns guard gets an owl, that bartender gets a cat, etc.
You can't Infuse scrolls, and while Spellwrought Tattoo technically isn't one, I bet it certainly isn't intentional, they just forgot to add it to the exception list.
7:55 they also take attunement which has a max of 3 items unless your... an artificer but even then still a limit
Depending on your level Artificers get more attunement slots. And this is the artificer video, so...
@@LupineShadowOmega yeah i know it´s just a limitation to remember
@@andrewthegeek6522 An armorer has a max of 6 attunements if I remember correctly.
a warforged armorer artificer with enchanced defense, repulsion shield, cloak of protection and ring of protection would have an AC of 25, at level 4 take the fighting initiate feat and choose the defense style, wich increases your AC to 26, at level 8 take the duelist defensive feat wich allows you to add your pro bonus to your AC as a reaction, then take 6 levels into cleric forge domain to reach an AC of 27 + 6 --- 33
"Lukewarm damage options" My Goblin Artilerist would like to have a word with you on that phrasing
I think he means that artificers are good damage dealers early on, but really lose out at higher levels
For the artillerist, half caster that just gets outpaced by the ridiculous damaging high level spells, and the battle Smith kind of loses out as the paladins and fighters damage continues to scale while it reaches its peak around level 5
@@avichaid6021 I mean, that depends on the situation. Goblins are naturally sneaky, so at low to mid tiers, especially with the arcane cannon feature, a stealthed scorching ray can do *massive* damage. Also, the damage output of an artificer is partially dependant on your items. that's kind of the point of the class
@@benjamincarlson6994 of course. Not saying artificers don't do damage
But like the monk, they just get outpaced. Their forte is in their amazing versatility, the fact that they can out-tank anyone (especially the new armorer) and they're great support (and sometimes your just not the best candidate for all your items, which is kind of the point - e.g. the cloak of the bat is the greatest gift you can give your rogue)
Propulsion arm..."Rocket punch!"
The artificer needs more people talking.
Robot pigeon?
Yes please!
The infusions to armor are permanent
A lv20 armorer has 8 infused and equip 3 enchanted items
Its part of there feat the armor isnt removable unless you will it, so share the infusions.
Or even better be a power armor Merchant
Btw you can infuse your armor of any common magic item infusion or replication infusion on here At level 9
Thats 8 bags of holding at lv 18
Thus 4 blackholes
ARMORER IS SO COOL AND BROKEN
Armorers 9th feature ARMOR MODIFICATIONS allows you to infuse any infusion to your armor, INCLUDING ANY COMMON MAGIC ITEM.
Btw Any cursed armor you equip you turn it into power armor and become part of it including the curse. That now you can share or sell Or weaponize it.
It doesn't work nearly like this.
1. You can have specific Infusion only on a single object at a time. So no "8 bags of holding".
2. You can't infuse *any* Infusion on your power armor, only those that can be applied to specific parts of it, which are listed in the feature description. You can't Infuse parts of your armor as Bags of Holding.
3. There are no "+3" Infusions. Max AC bonus you get is +2. And you get it once, see above. 3 more AC you can get from 3 other Infusions, but that's it.
Oh, and what do you mean by "sharing the infusions"?
I had to screenshot all of these guys, pray for me.
5e wikidot is your friend
Either didn't expect or remember the plans for an Infusion video. But like hell am I against more videos about my current favorite class.
This was fun.
6:11 my undead warlock/shadow sorcerer would love this.
08:37 not much of a caveat tbh, they do it magically, continue to function as normal lungs even in an antimagic zone (though they lose any other magic benefits when in such a location) and when removed your real lungs magically reappear. If anything they're better than the amulet because it's not exactly easy to steal someone's lungs
That is unless you’re in an asdf video
Wish there were more infusions that basically had charges that allowed you to attack. Would be cool... I should make those.
the haste spell is a thing on the artificer spell list.
@@companyoflosers I mean like infusions similar to a Ring of the Ram, or Horn of Blasting, basically some infusions that gave you unique actions
My first Artificer was a magic tattoo artist (all the infusions were the "replicate magic item" ones). It was such a blast to play them, especially when we got disarmed when we were captured and I got to be the designated badass
I think each infusion known can only be used to create one infusion so even shield and armour are two items you can't give them enhanced defense unless you find a second artificer to do that for you
Gonna say that the boots of striding and springing get a massive buff if you are a halfling AND using variant encumbrance as it pretty much doubles your lowered carry weight. Still not worth using your infusion on it
How did you know I was starting to play an artificer character today!?!?! lvl 5 Battle Smith so just enhanced weapon and defense for now, but going for that dummy thicc AC since my race is warforged
I think I’ve taken an Alchemy Jug ever chance I’ve gotten when playing a Alchemist Artificer, so I play the Mad Drunk Doctor. Or have solvents on hand constantly.
Brewers tools focys
@@defensivekobra3873 that’s a fantastic idea....
Unfortunately by rules as written you can only use each known infusion once at a time. So the enhanced defence double up doesn't work unless your DM makes an exception. I would recommend Repulsion Shield instead and use creative positioning to yeet your enemies into hazards.
TCoE: pg 13 paragraph 2 sentence 2 "You must touch each of the objects, and each of your infusions can be in only one object at a time."
We need an Artificer Subclass that goes more into the infusions.
You can't infuse 2 items with the same infusion, so you can't get both a shield and armor with +1 bonuses.
In addition, features with the same name (such as +1 bonuses to armor class given to you by a piece of armor) don't stack, so a +1 shield and a +1 set of plate won't actually combine.
^That part's DM dependent though, as not all DMs run their game that way or are even familiar with it working that way, but I am 80% sure Crawford stated that in either a tweet or the Sage Advice document.
I believe the infusion rule is that you can't infuse 1 item with two infusions, for example, you can't have a cloak with cloak of the manta ray and cloak of protection on it. As for not stacking armor bonuses, could you tell me what page or sage advice told you that if you remember.
@@Wolfman-jo3mb I was mistaken on the Crawford ruling, my B.
As for the Infusions:
"You must touch each of the objects, *and each of your infusions can only be in 1 item at a time.* Moreover, no object can bear more than one of your infusions at a time."
So, both are true. You both can't have 1 item with 2 infusions, nor can you have 2 items with the same infusion.
@@Tinkatube I missed the first part of of the infusion, my bad
I’m sad that thier no summon infusion or any of the statue items like the gold lion and i know thier little buddy you can make but I mean a good summon it be cool be robot builder artificer . And i know battle smith thing but it just ranger with more steps
Artificers do not feel like they excell at constructs, they cannot even read golem manuals before 14th level while wizards do at 9th
@@defensivekobra3873 witch makes no sense at all they said make war forged
Unfortunately, you can't stacked enhanced armor unless you have a second artificer
Edit: I mean a single artificer can't use enhanced armor on a shield and armor at the same time, you can only apply an infusion to a single item at a time, the other thing is valid
Enhanced Armor, Repelling shield, Ring of Protection, cloak of Protection, Amulet of health, Belt oh Hill giant strength. Take scale mail Armor. Assuming a Dex of 14 you start with AC 18 at lvl1, 19 at Lvl 2, 20 at Lvl 6, 22 at Lvl 10, 23 at Lvl 14, you can get as high as 25 if you get half plate and take Medium Armor Master and best of all None of this is DM dependent.
5:34
I always wondered how does disguise magic and disguise kits work.
Can a tortle disguise as a human bar keep, guard, armored knight, Lord. What size are they can some one bump into your shell or is it magically gone.
THANKS DAV
PS: As Davvy says at 8 minutes in, dedicating all the infusion slots to increasing your AC is totally worth if youre playing a front liner. When youre facing off against demon lords and they cant hit you and you see youre DM getting annoyed, its both satisfying and terrifying to think of what they'll throw at you next.
Charisma save spells. That's what I fell back on with an op barbarian with Blackrazor and a homebrew race. Oh man, 100+ damage with healing every round, a fly speed, spellcasting while raging, and 25AC? Banish.
Love your stuff Davy.
Thinking about running a module. I'm an experienced player, but inexperienced DM (I've done some Call of Cthulhu). Wondering if you've considered doing some Davy comments on some of the modules - I know you've chatted about those bitey bois in CoS?
Playing in a L20 one shot with a L20 battlesmith today so this was a well-timed video. (Small faerie with a magic greataxe and a bunch of TSARs, go go gadget!)
Can you go over the Vestiges of the Divergence from Explorer’s Guide to Wildemount?
Totally agree
BTW, whilst the Davvy meter is unique and stuff, this format works just as well without it
I plan on making an artificer who has conference issues and is constantly looking for ways to improve himself I try to make himself feel better it would be a good arc to have the party help pull him out of that mindset
Technically with the necklace of adaptation you can breathe underwater normally as well since it's "any environment" which would include bodies of water
Thank you for the video.
1:23 Each of your infusions can be in only one object at a time.
This is gonna be fun!
"In-fus-ion ha!"
Howdy, how are you Davvy?!
Surprised not to see any garish Southern belt buckles on this I think that would make an absolutely great artifact LOL
Nothing to do with Artificers, but my goblin Barbarian managed to get her hands on Bracers of Defense, a Periapt of Wound Closure, and an Eagle's Whistle. She is a flying, unkillable death machine. Also just want to say that Davvy's right; Hat of Disguise is an amazing item. It's so much fun when the party's charismatic characters gets a hold of it, allowing them to fool basically every NPC you come across.
Let me explain my idea i had with my Artificer and "Returning Weapon".
My little goblin artificer had a gun and a dagger as his main weapons, but also had "Catapult" as one of his spells.
My idea? Since the dagger was a weapon that could be thrown, using the infusion on it, plus casting said spell at an enemy, would possibly result in a bit more damage due to the dagger. But also it coming right back to his hand to possibly use said spell again the next turn. This I had in mind for when the gun would run out of ammunition.
It might sound dumb, and i haven't actually tried it, but hey, experimenting with what you can do is a part of artificer.
There's an infusion for infinite ammo
The plot twist to Davvy's current campaign is that the mystical artifact him and his companions are hunting for is just a jump item.
You can only take each infusion once so Enhanced Defence has to be shield OR armour; you can't use two infusion slots and take it twice.
Imagine a 6 lvl artificer (battle smith) that multi classed into Eloquence Bard. The pet is a walking podium, amp, and sound system that serves as 1/2 to 3/4 cover.
They could be a traveling fight/ circus/adventure company promotor going from town to town with his band of fantastic companions.
Or
They could be a politician / mediator with security. A noble with his fantastic orator and royal security 3-7 players.
Start at level 5-8 that way multi classing could be staring up for your players and let it be amazing for everyone from the start.
So I had a discussion with my DM not to long ago about stacking the AC Bonus infusions and if they would stack. We couldn't really come to a conclusion on that though.
You can have only one object with specific Infusion, so you can't spend literally all your slots on AC. And you can put only one Infusion on a single object.
Everything you can do *does* stack, however, just like normal magic items. And I don't think it would be broken. You can get max +5 AC from your Infusions, which sounds like a lot, until you remember that Infusions are applied *instead* of magic items (you can't Infuse already magical item), so if your DM is at least somewhat generous, any character can get similar bonus.
@@antongrigoryev6381 Well take Enhanced Defense for your armor, Repulsion Shield, and Replicate Magic Item (Cloak of Protection). Could you get the AC Bonus from all three items at once?
@@SpungeySays Of course. Why not? And Ring of Defence too. As I said, just as with normal magic items. You're limited only by attunement slots.
@@antongrigoryev6381 isnt there a rule about bonuses not stacking?
@@SpungeySays There's a rule about AC *calculations* not stacking. If an ability such as Unarmored defense or item, such as a set of armor, says "Your AC equals...", then it does not stack with other such abilities. If an item or ability just gives you bonus AC ("You get +1 AC"), then it *does* stack, both with AC calculations and with other AC bonuses.
So, I glued a wand to the bottom of a heavy cross bow, and picked up arcane focus because it actually works rules as written and screw any DM who wouldn't let you do this anyways.
5:45 Shrek instead of Lump the Enlightened? Why?
You say here that you can put enhanced defense on the shield and armor but you can’t only one of each infusion except for replicate magic item
I was a bit disappointed by the high level items the artificer could make because by the time you get there you either already found one or it’s just not very useful at that level.
I'm really, really hoping for more non replicate magical item infusions in the future. What we get isn't bad for a first foray mind, but there's a lot of overlap.
As a DM I would say that if you can replicate it you can craft it wholesale.
Yeah, that would be a much needed boost, since right now a 1st-9th level artificer is no better at crafting magic items than a fighter with proficiency in smith's tools
@@defensivekobra3873 I mean, you'd still have to provide the money and crafting time
maybe but that take a LONG time and a LOT of money. at most I might cut the time and money needed to craft some magic items by a little, but it still needs to be a challenge otherwise the party will be running around with WAY too many magic items.
@@companyoflosers I've thought about homebrew starting that part of the ability earlier and staggering it throughout. Like level 6, common and uncommon, level 10 rare and very rare, level 17 legendary... with each addition lowering the time of the lower tiers to a day minimum...? Iunno
What do you think of the kittlestasty's alternate artificer?
How many infusions can artificer do in a day? I understand they can only have x number active but does that mean that they can repetitively infuse items throughout the day cause they just changed their mind or were showing how for coin over and over. Where does that state that?
Wizarding Wand Battles are the original No-Scoping.
Prove Me Wrong.
you charmed me ;o)
Between this and nile reds videos my Ratman Artificer has been running around in my friends game and having a ball . Right now in trying to figure out how to build wrist rockets for the monk.
Me, noticing that the list of patron names are in the colors of the ace flag: that's neat!
(Probably a coincidence but ehhhh i don't care💜)
I'm not the only one who thought that!
At level 4 I can have 2 infused items at a time and 4 known items all together. My question is, can I flip flop through my known infusions through out the day? Or can I only choose the 2 for the day and have to wait for a long rest to change my infused items?
You can't flip flop, you have to pick which ones are active at the end of a Long Rest.
Are going to review the Draconic UA that dropped a week or two ago, or are your OCD fans just going to have to bear a UA without your 2 cents?
Slow down and read the info please. Really awesome info and video. Thank you for making it. Can you do another or redo this one? I know longer videos don't get as many views because of younger peoples short attention spans. Most young people lol thanks!!!!
Thanks.
Better yet, give all the AC boost items to the monk who already gets proficiency in all saving throws and make them unstoppable
German shepherds are the most common dogs used by law enforcement.
There is still no infusion to make a gunblade...
Sure there is. You create adhesive with the alchemy jug, and apply it to a long cloth strip that you than use to bind your gun to a longsword
you can just MAKE a gunblade. why should you need and infusion for that?
You missed some infusions after the replicate magic items infusion. :P
something i should add: the Arcane Propulsion Armor is just better Arcane Propulsion arm, who'da thunk?
Who doesn’t want a wand with a scope. Though a wand with silencer would be the best.
I actually homebrewed a bracelet of silence that enacts a very small localized silence spell in the radius of about a foot around itself and has charges. excellent for spell or firearm use when you want to be stealthy.
davvy you are my favorite youtuber. but please start doing D&D play streams
Davvy can laugh at jump enchancing things all he wants, he won't be laughing when my character clears a 189ft gap in one jump
0:42 oh hey that looks like the asexual pride flag
I was so surprised by Snow Day Heimer Donger
Repeating shot: let me show you its features
I understood that reference.
Give your barbarian the boots of striding and springing and the ring of jump. You will thank me later.
Can anyone explain the Enhanced Arcane Focus to me? I mean in the class description it tells me I can only use tools I have a proficiency with as a focus but with this infusion I can only infuse rods, staffs and wands...which I can't use...?
You can use any item as a spellcasting focus as long as It has one of your infusions infusion of it
You call it the Wand of Magic Detection, I call it a Sonic Screwdriver.
Spell send a friend. This spell turns your friend into a small projectile. Thes spells range and damage work like this the spell level adds 10 feet to its range. Your spell modifier adds 5 feet to it's range your friends size category subtracts 5 feet from its range. Your friend makes an extra off turn attack and adds 1D4 damage per every 5 feet of unused travel from this spell if the attack lands.
I came for the scoped wand and I stayed for the class tips
damn im here early