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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Artificer Balancing
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<blockquote data-quote="Steampunkette" data-source="post: 8903053" data-attributes="member: 6796468"><p>Yeah, the Engineer should always be in their vehicle and probably pull the Shielded Cockpit or Enclosed Cockpit mod for half and three quarters cover, respectively... Ramming is probably the best low-level option since it makes you deal 4d6 through -movement- so long as you're willing to hurt your vehicle for 1d6 damage.</p><p></p><p>At level 3, the Engineer Artificer can run someone over for 4d6 damage, and then use their action to cast a spell or make an attack. (Plus you get the free 20ft of movement on initiative count 20 if you moved on the previous turn, thanks to momentum!)</p><p></p><p>And the Bombardier can use the Combustible grenade to deal 2d6 fire damage to a 15ft wide cube with 1d6 ongoing fire damage... at level 3. Twice. Basically as good as having two additional 2nd level spell slots on a short rest.</p><p></p><p>Meanwhile with the Stitcher: IT CAN ATTACK ON IT'S OWN. It will only do so as a response to being attacked. So position it in a doorway and it will fight to protect itself. And then on -your- turn you can spend a bonus action to give it another attack. And it can take opportunity attacks, too, as a reaction.</p><p></p><p>Add on the "I'm not dead yet" button and it becomes pretty cool, to me. Sure at level 3 it's only got 21hp, and it never quite becomes a walking tank... But let's not forget that if your pet bites someone it regains as many hit points as it dealt. And with 1d10+1+Prof it ain't nothin'.</p><p></p><p>Basically: If you're an Artificer who isn't a Bombardier, you should be putting your infusions into your Vehicle or Monstrosity.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 8903053, member: 6796468"] Yeah, the Engineer should always be in their vehicle and probably pull the Shielded Cockpit or Enclosed Cockpit mod for half and three quarters cover, respectively... Ramming is probably the best low-level option since it makes you deal 4d6 through -movement- so long as you're willing to hurt your vehicle for 1d6 damage. At level 3, the Engineer Artificer can run someone over for 4d6 damage, and then use their action to cast a spell or make an attack. (Plus you get the free 20ft of movement on initiative count 20 if you moved on the previous turn, thanks to momentum!) And the Bombardier can use the Combustible grenade to deal 2d6 fire damage to a 15ft wide cube with 1d6 ongoing fire damage... at level 3. Twice. Basically as good as having two additional 2nd level spell slots on a short rest. Meanwhile with the Stitcher: IT CAN ATTACK ON IT'S OWN. It will only do so as a response to being attacked. So position it in a doorway and it will fight to protect itself. And then on -your- turn you can spend a bonus action to give it another attack. And it can take opportunity attacks, too, as a reaction. Add on the "I'm not dead yet" button and it becomes pretty cool, to me. Sure at level 3 it's only got 21hp, and it never quite becomes a walking tank... But let's not forget that if your pet bites someone it regains as many hit points as it dealt. And with 1d10+1+Prof it ain't nothin'. Basically: If you're an Artificer who isn't a Bombardier, you should be putting your infusions into your Vehicle or Monstrosity. [/QUOTE]
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