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ReReview: Artificer
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<blockquote data-quote="Ashrym" data-source="post: 9891957" data-attributes="member: 6750235"><p>Magic Item Tinker is solid with some system mastery. The key is to use plans that have cheaply charged costs for good effects or many effects in one item. </p><p></p><p>For example, Helm of Teleportation becomes available among the Wonderous Items and costs a charge. People often bring up "but wizards can teleport blah blah blah" and we're looking at very few high level slots for a wizard to do that. An artificer can do it using 1st level spell slots. Every high level artificer can cast Shield from a Cube of Force and might trade 3 1st level slots and a 2nd level slot for additional Walls of Force.</p><p></p><p>Most of those good synergies are later with Rare Wonderous Items, but something like a Warforged (creature type construct) can make excellent use of Dust of Sneezing and Choking when we're looking at system mastery, rechasrging Winged Boots for with a 1st level spell slot is a good deal.</p><p></p><p>it's one of those abilities that increases in value as additional magic items become available, and this ability leverages better spells cast from items using charges at a better cost than using a spell slot.</p><p></p><p>Any artificer can use the SSI better with the Homunculus because it doesn't take an action to command but does have an action to take using an item. Steel Defender doesn't help with the SSI.</p><p></p><p>The Spell Storing Item can hold Haste or another useful spell from the base spell list. Therefore it's a great ability regardless of subclass. Alchemists can use it for Flaming Spere to grant a spammable spell with a decent bonus action to boost damage. Artillerists and Battle Smiths already have that bonus action tied up commanding cannons or defenders and this catches the Alchemist up with damage.</p><p></p><p>Just a few first thoughts on your post.</p></blockquote><p></p>
[QUOTE="Ashrym, post: 9891957, member: 6750235"] Magic Item Tinker is solid with some system mastery. The key is to use plans that have cheaply charged costs for good effects or many effects in one item. For example, Helm of Teleportation becomes available among the Wonderous Items and costs a charge. People often bring up "but wizards can teleport blah blah blah" and we're looking at very few high level slots for a wizard to do that. An artificer can do it using 1st level spell slots. Every high level artificer can cast Shield from a Cube of Force and might trade 3 1st level slots and a 2nd level slot for additional Walls of Force. Most of those good synergies are later with Rare Wonderous Items, but something like a Warforged (creature type construct) can make excellent use of Dust of Sneezing and Choking when we're looking at system mastery, rechasrging Winged Boots for with a 1st level spell slot is a good deal. it's one of those abilities that increases in value as additional magic items become available, and this ability leverages better spells cast from items using charges at a better cost than using a spell slot. Any artificer can use the SSI better with the Homunculus because it doesn't take an action to command but does have an action to take using an item. Steel Defender doesn't help with the SSI. The Spell Storing Item can hold Haste or another useful spell from the base spell list. Therefore it's a great ability regardless of subclass. Alchemists can use it for Flaming Spere to grant a spammable spell with a decent bonus action to boost damage. Artillerists and Battle Smiths already have that bonus action tied up commanding cannons or defenders and this catches the Alchemist up with damage. Just a few first thoughts on your post. [/QUOTE]
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ReReview: Artificer
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