Zardnaar
Legend
Could be if its a prepublished adventure.Is playing a game with zero input from players on what magic items they want to see that common?
Could be if its a prepublished adventure.Is playing a game with zero input from players on what magic items they want to see that common?
All artificers can spam haste. Its the quantity though. Eg 8-10 uses is mostly 1/encounter.
If you have 4 or 5 encounters spamming a boom spell is better.
Cartography doesn't get a cantrip via its spell list.
Thoughts on spellwrought tattoo: common lvl 1 TCoE.
Not if they're spamming a different spell from the subclass list. There's an opportunity cost in the selection.
Not having a good choice in the subclass spell list isn't the same thing as not having a good choice.
Maybe, but being a weaker option is also not the same thing as being a weak option.
They have cantrips to use. Several artificer cantrips use attack rolls. It's a bit of weird argument when you first argued that other artificers have spells on their spell list but in this case no artificer class grants a cantrip in the spell list. They all use the basic artificer cantrips list.
Cartographers are attacking with advantage from Faerie Fire that cannot be dropped by breaking concentration as part of the damage benefit equation, and adding damage from that advantage to other party members, and removing a potential cost to getting advantage from another source, and also add their INT mod to damage with those same attacks themselves.
That's not bad.
Spellwrought Tattoo is a Wondrous Item and qualifies under the rules. They open up versatility but at 2nd level the artificer has access to cantrips and 1st level spells via tattoo. At 10th level this increases to 2nd and 3rd level spells. At 14th level this increases to 4th and 5th level spells.
Tattoos are single shot consumable items so they're essentially just a couple more spells a day at the cost of other options, and the number of plans/items is restrictive enough. DM's can restrict them if they want but they seem okay to me.
I wasnt sure if a cartographer casting ray of frost. Their class ability says cartography spells not artificer.
Spamming haste I probably wouldnt do it. But it seems best option for alchemist. Can the homunculus use the spell storing item?
Derp misread it. Still low damage but its not the point of the subclass.Level 5: Guided Precision
Once per turn, whenever you cast a spell from your Cartographer Spells list or hit a creature affected by your Faerie Fire with an attack roll, you can add your Intelligence modifier to one damage roll of the spell or attack.
In addition, taking damage can’t cause you to lose Concentration on Faerie Fire.
Break it up like this:
"whenever you cast a spell from your Cartographer Spells list"
or
"hit a creature affected by your Faerie Fire with an attack roll"
Hitting a creature affected by Faerie Fire with an attack roll includes many cantrips.
Even an opportunity attack with a weapon or unarmed strike would add that bonus damage as long as Faerie Fire is active.
- Firebolt
- Poison Spray
- Ray of Frost
- Shocking Grasp
- Thorn Whip
- True Strike
Yep. wand of magic missiles too. giving your homoculi good spells on SSI or wands seems to be part of the Artificer's intended damage output.Can the homunculus use the spell storing item?
Yep. wand of magic missiles too. giving your homoculi good spells on SSI or wands seems to be part of the Artificer's intended damage output.
You can even make the SSI on a Wand of Magic Missile, if im reading this right.
It is indeed squishy. But if you manage to keep it around, it can effectively give you Doublecast. Doubles your spell output in a turn.I thought you could. Homoculi is squishy.
It is indeed squishy. But if you manage to keep it around, it can effectively give you Doublecast. Doubles your spell output in a turn.
And I'm not seeing anything stopping you from armoring up the homunculus either
There's also a battery in the Netheril's Fall book that can recharge wands. lots of potential. I'm not sure if it works with that swapping feature : "While holding the battery, you can take a Magic action to touch the battery to one magic item. If that magic item normally regains expended charges daily, it immediately regains 1d4 + 1 expended charges, and the battery loses its magic."That's a lot of damage outgoing on artillery. Unil an AoE clears out your pets.
You can transmute one of your charged items into another one essentially recharging it.