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  1. - Top - End - #121

    Default Re: Some Eberron Book spoilers

    Quote Originally Posted by T.G. Oskar View Post
    Hence, my emphasis on "context". Had you stated your premise as "why do you treat the Artificer as having six 'lives' if they are tied to their reaction, since there are ways to negate or consume it, hence denying them their main feature?", it would have been more difficult to counter (as it stands, I counter your example argument with minor tidbits that change the context behind it), but it'd still have a counter - that is, I perceive the ability of the Artificer to cheat one instance of death as a reaction six times as if having "six lives", even if they are downed afterwards. Using your same example, an Artificer that didn't use Absorb Elements and then gets downed by a breath weapon, THEN gets hit by a tail attack from a legendary action, is one step closer to death than the Artificer that sacrificed one infusion (hence, one "life") to survive one of the hits. In that context, the response would be "I treat them as having six 'lives' in the context of being able to survive situations that could down others, and thus giving themselves a chance to escape danger and thus survive". It won't hold in every example, but it'll hold in a vast majority of them. (After all, the Artificer CAN have Death Ward, hence having potentially more "lives".)
    I'm not presenting an premise to be "countered," I'm asking what you meant. Under what conditions would you actually get six "extra lives?" by dropping to 0 HP on six different rounds on the same day but never dropping to 0 HP twice in one round or when you don't have a reaction? I can't think of anything plausible.

    Don't "counter", just explain yourself please.

    Edit: oh, are you talking about the in-character perspective, about how the ability actually works from an artificer's perspective? Do you mean "six lives" in a fairly literal sense, something like "six Horcruxes"? If so I agree that the flavor is weird. Why would an artificer be associated with hiding extra lives in objects?
    Last edited by MaxWilson; 2019-11-13 at 10:22 PM.

  2. - Top - End - #122
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    Default Re: Some Eberron Book spoilers

    Quote Originally Posted by MaxWilson View Post
    I'm not presenting an premise to be "countered," I'm asking what you meant. Under what conditions would you actually get six "extra lives?" by dropping to 0 HP on six different rounds on the same day but never dropping to 0 HP twice in one round or when you don't have a reaction? I can't think of anything plausible.

    Don't "counter", just explain yourself please.

    Edit: oh, are you talking about the in-character perspective, about how the ability actually works from an artificer's perspective? Do you mean "six lives" in a fairly literal sense, something like "six Horcruxes"? If so I agree that the flavor is weird. Why would an artificer be associated with hiding extra lives in objects?
    I think it fits pretty well, they harness the energy of magic items to protect themselves (hence the +1 per attunement). In dire circumstances they can rip all of the magic out of an item of their creation (their infusion) to momentarily boost that defense to avoid going down. They have healing spells on their list so it isn't that far out.
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  3. - Top - End - #123
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    Default Re: Some Eberron Book spoilers

    Quote Originally Posted by MaxWilson View Post
    I'm not presenting an premise to be "countered," I'm asking what you meant. Under what conditions would you actually get six "extra lives?" by dropping to 0 HP on six different rounds on the same day but never dropping to 0 HP twice in one round or when you don't have a reaction? I can't think of anything plausible.

    Don't "counter", just explain yourself please.
    More on the video game sense, though I'm torn whether it fits more platformers or beat 'em ups. Platformers usually force you to restart the stage at the beginning or give you "mercy invincibility", where you aren't threatened by incoming danger that could consume more of those lives. Beat 'em ups keep you on the same stage, potentially placing you on the same risk of danger (though some beat 'em ups also grant mercy invincibility or a stage-clearing effect).

    The Artificer's ability to cheat death by burning off an infusion works somewhere in between. It's like an extra life, but for Nintendo Hard games; you cheated death, but you're still not out of danger. However, if you somehow get out of danger (by healing, teleporting, etc.), and a similar situation happens again, you can cheat death one more time by doing the same thing. In that sense, they count as "extra lives".

    Perhaps the reason you don't see it that way is because, unlike the usual "life", it requires a triggering mechanic. To put it simpler; it's not like, say, Reraise in Final Fantasy games, which is essentially the Death Ward effect. It works more like a "timed guard"(forgive me if the terminology isn't correct) coupled with a "guts" mechanic, where if you trigger the move correctly, you survive with 1 HP. In that regard, it's not like the usual "extra life", but because it consumes a resource that you can't recharge until you do a certain action (a long rest), it fits the bill. This is in contrast to such actions in fighting games, where a "timed guard" or similar mechanic consumes some sort of gauge that recovers with time, or usual "guts" mechanics which allow you to survive but trigger instantly.

    As for the fluff behind it: I can see how the Artificer can exploit such a mechanic, but don't see how that's different from any other class having a similar mechanic. You could expect that from a Paladin, where its divine resolve allows it to survive blows that would otherwise be fatal. About the only thing I can see that it works is that, by 20th level, the Artificer has outfit his or her heart with a magical pacemaker mechanism, and when the Artificer's about to go unconscious, it draws from its stored magical resources (the infusions) to power up this emergency mechanism. Even then, it doesn't feel like a "soul of Artifice" or explains how the Artificer gets the ability to wrest itself from bindings, dodge area explosions, withstand being petrified, perfectly avoid a logic bomb, avoid mental assault and reinstate its personality against charms and compulsions better than the rest of the party, aside from a divine warrior who basically grants that power because of divine happenstance. Maybe because of magic, but then it makes little sense that both systems (the saving throw system and the pacemaker system) run off different resources (it'd make more sense if the pacemaker triggers ran off the Artificer's attunement slots, but that'd make it even more dangerous; alternatively, have the saving throw be based on active infusions).
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  4. - Top - End - #124
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    Default Re: Some Eberron Book spoilers

    Man, the poor Artillerist. It was actually looking like a good ranged class until the published changes.

    Lost a second attack, lost Arcane Weaponry, gimped crafting discount, static turret stats instead of something you upgrade and tinker with, and that level 5 ability? check the wording: it says "cast Artificer spells". You can't apply the bonus damage to multiclass spells, Magic Initiate spells, spells from items such as wands, etc. Infusions still can't be applied to magic items, making them a class feature that literally stops working as you get better gear. The capstone is great, but who cares? 0.1% of players are ever going to experience it. There were a million cool things they could have done and it all got cut to fit the spec into the tiny, tiny box that 5e needs its classes to fit in.

    I don't get what the class is supposed to do well. It's not crafting. It's not wand use. It's not blasting. It's not ranged combat. It's not support. It's not even a particularly good at representing the Tinkerer or Engineer class fantasy.

    I guess at least it's not as terrible as the Alchemist?

    So bummed. I have zero hope the new UA specs aren't going to be butchered prior to release.

    /rant

  5. - Top - End - #125
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    Default Re: Some Eberron Book spoilers

    Quote Originally Posted by Lanrutcon View Post
    Man, the poor Artillerist. It was actually looking like a good ranged class until the published changes.

    Lost a second attack, lost Arcane Weaponry, gimped crafting discount, static turret stats instead of something you upgrade and tinker with, and that level 5 ability? check the wording: it says "cast Artificer spells". You can't apply the bonus damage to multiclass spells, Magic Initiate spells, spells from items such as wands, etc. Infusions still can't be applied to magic items, making them a class feature that literally stops working as you get better gear. The capstone is great, but who cares? 0.1% of players are ever going to experience it. There were a million cool things they could have done and it all got cut to fit the spec into the tiny, tiny box that 5e needs its classes to fit in.

    I don't get what the class is supposed to do well. It's not crafting. It's not wand use. It's not blasting. It's not ranged combat. It's not support. It's not even a particularly good at representing the Tinkerer or Engineer class fantasy.

    I guess at least it's not as terrible as the Alchemist?

    So bummed. I have zero hope the new UA specs aren't going to be butchered prior to release.

    /rant
    So... Why do you think it's not good at any of those things?

    Besides the crafting discounts, the class can literally create magic items and trinkets, and they do it fairly well (better than anything else we have and it'd be hard to argue badly at all). The spell list is pretty much loaded with support and utility, none of them are lacking ranged options. Why do you think the class does any of this badly?
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    Default Re: Some Eberron Book spoilers

    Quote Originally Posted by Lanrutcon View Post
    Man, the poor Artillerist. It was actually looking like a good ranged class until the published changes.
    Artillerist is still a good ranged class, but with ranged aoe magic damage. A d8 for a single roll is a good damage kicker to any Fireball that hits more than one person and when you're out of 3rd level slots you can fall back on your wand of spell storing that has 10 shatters or scorching rays loaded into it, and because you have to make the wand using one of your artificer spells you get the d8 bonus to those casts too. Add the 2d8 bonus action turrets on top (3d8 at 11th level) and with your action and bonus action you're doing comparable single target damage to a Fighter with a Greatsword. Manage to get some more mooks in your shatter/flamethrower and that damage only multiplies.
    Last edited by Makorel; 2019-11-14 at 04:53 AM.

  7. - Top - End - #127
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    Default Re: Some Eberron Book spoilers

    Quote Originally Posted by Dork_Forge View Post
    So... Why do you think it's not good at any of those things?

    Besides the crafting discounts, the class can literally create magic items and trinkets, and they do it fairly well (better than anything else we have and it'd be hard to argue badly at all). The spell list is pretty much loaded with support and utility, none of them are lacking ranged options. Why do you think the class does any of this badly?
    The infusions? Very restricted options, both in terms of variety and application, of which you can only have 1 at a time, and a small number in total for most of your character's lifespan. And they don't work with actual magic items, meaning they don't work with magic weapon/armor crafting (or dungeon loot). You can't apply an infusion to a magic item.

    Their actual crafting? same as all the other classes until level 10, which means that the majority of Artificers will never craft better than a conventional class. Then when they do get the discount it's (again) super limited and still a matter of "DM may I" because of recipe reliance. Read that again: the class that invents things doesn't have a rule for inventing things. The class text describes infusions as prototype magic items, but doesn't include a rule for then turning the prototype into a crafting recipe. And no Artificer specialisation has a discount on crafting trinkets, btw.

    The spell list isn't as broad as other support classes, and comes with half the spell slots. Whatever utility infusions were supposed to provide is dramatically reduced once you realise you have to learn a separate infusion for every magic item you try to duplicate, and you get a tiny number of those.

    And lastly in terms of ranged: the class is in no way geared towards ranged damage. Cantrips are inferior to martial weapons, even with the Artillerist bonus (which is deceptively worded as to make it more limited than most people initially reading it will realise), and have none of the support options such as feats or multiclassing (or even as basic as adding your attribute bonus). In terms of spell damage, again: the lack of spell slots and limited spell selection (where the heck is Magic Missile for the class that makes Force damage gun turrets?) means you're worse at magic damage than Sorcs/Wizards/Warlocks. By the time you can fireball they've been doing it for 4 levels and have moved on.

    They do a bunch of stuff kind of ok-ish. They do nothing well. The things they're supposed to be exceptional in? (crafting, wand use, engineering...pick one) Not so much.

  8. - Top - End - #128
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    Default Re: Some Eberron Book spoilers

    Quote Originally Posted by Makorel View Post
    Artillerist is still a good ranged class, but with ranged aoe magic damage. A d8 for a single roll is a good damage kicker to any Fireball that hits more than one person and when you're out of 3rd level slots you can fall back on your wand of spell storing that has 10 shatters or scorching rays loaded into it, and because you have to make the wand using one of your artificer spells you get the d8 bonus to those casts too. Add the 2d8 bonus action turrets on top (3d8 at 11th level) and with your action and bonus action you're doing comparable single target damage to a Fighter with a Greatsword. Manage to get some more mooks in your shatter/flamethrower and that damage only multiplies.
    You can't use your 5th level feature on wands. The text reads "whenever you cast an Artificer spell". Wand of Spell Storing is a homebrew item.

    The turret is he only decent thing about Artillerists that survived the purge, but I already factored it in. It's a bit better than most bonus action attacks, but it starts off decent and just falls off in scaling. You're not doing comparable single target damage to a Fighter with a Greatsword because Great Weapon Master exists and by level 11 every Fighter with a Greatsword has Great Weapon Master unless the GM specifically disallows it or feats in general. And he's probably a Battle Master to boot. And he's swinging 3 times. And he benefits from Haste, where you and your turret don't. Etc etc.

  9. - Top - End - #129
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    Default Re: Some Eberron Book spoilers

    Quote Originally Posted by Dork_Forge View Post
    So... Why do you think it's not good at any of those things?

    Besides the crafting discounts, the class can literally create magic items and trinkets, and they do it fairly well (better than anything else we have and it'd be hard to argue badly at all). The spell list is pretty much loaded with support and utility, none of them are lacking ranged options. Why do you think the class does any of this badly?
    Honestly, I'm sensing a lot of need to huff and puff and really nothing to back it up with. All because they failed to understand what the designers have said time and again about the content in UA: It's intentionally made strong, perhaps even too strong, in the articles, at first, so that they can balance it better before publication. It has happened to all of the creations that ended up into a book at some point.

    Also, having studied game design (I kid you not), it's a common practice in the industry to start with a strong first build, and then polish it down. It's much easier to get balanced results when you tone something down than it would be if you had to buff it up.

    You don't get something out of nothing. It's common sense. Think about a sculptor. Do they carve a statue out of thin air? No? Exactly. They start with a chunk of raw material, and then slowly cut pieces out of it to realise their idea of a statue, basically carving the statue out from the chunk of raw material (whatever it may be: clay, marble, wood). Heck, the principle applies to a painter as well. They start with an empty canvas. Usually, if you're painting a portrait, you start with the frames and then slowly add details, until you're finished and satisfied of your work.
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  10. - Top - End - #130
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    Default Re: Some Eberron Book spoilers

    Quote Originally Posted by Arkhios View Post
    Honestly, I'm sensing a lot of need to huff and puff and really nothing to back it up with. All because they failed to understand what the designers have said time and again about the content in UA: It's intentionally made strong, perhaps even too strong, in the articles, at first, so that they can balance it better before publication. It has happened to all of the creations that ended up into a book at some point.

    Also, having studied game design (I kid you not), it's a common practice in the industry to start with a strong first build, and then polish it down. It's much easier to get balanced results when you tone something down than it would be if you had to buff it up.

    You don't get something out of nothing. It's common sense. Think about a sculptor. Do they carve a statue out of thin air? No? Exactly. They start with a chunk of raw material, and then slowly cut pieces out of it to realise their idea of a statue, basically carving the statue out from the chunk of raw material (whatever it may be: clay, marble, wood). Heck, the principle applies to a painter as well. They start with an empty canvas. Usually, if you're painting a portrait, you start with the frames and then slowly add details, until you're finished and satisfied of your work.
    Fair enough. I guess I just wanted a more focused specialisation. Artificers try to do so much they end up spreading their class budget super thin.

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    Default Re: Some Eberron Book spoilers

    Quote Originally Posted by Lanrutcon View Post
    And lastly in terms of ranged: the class is in no way geared towards ranged damage. Cantrips are inferior to martial weapons, even with the Artillerist bonus (which is deceptively worded as to make it more limited than most people initially reading it will realise), and have none of the support options such as feats or multiclassing (or even as basic as adding your attribute bonus). In terms of spell damage, again: the lack of spell slots and limited spell selection (where the heck is Magic Missile for the class that makes Force damage gun turrets?) means you're worse at magic damage than Sorcs/Wizards/Warlocks. By the time you can fireball they've been doing it for 4 levels and have moved on.
    A Fireball does 8d6 damage. A Shatter does 3d8, buffed by Arcane Firearm adds 1d8, and with the turret you can do another 2d8 for a total of 6d8 damage; very comparable to Fireball. You can do this as many times as a full caster can cast fireball at 5th level and then you switch to thunderwave for 7d8. Eventually the full caster outpaces the Artillerist a bit but that's fine since it's a fullcaster, the damage the Artillerist can dish out is a bit smaller but very respectable.

    At 11th level the Artillerist can cast Fireball and the turret scales for a total of 6d8 + 4d8. At 15th level you get two turrets so it becomes 8d6 + 7d8, and then when you run out of high level slots you have the spell storing item for a second level spell. A shatter even without the Arcane Firearm buff is still 3d8, add in the 6d8 from the turrets and that's 9d8 damage on a round. That's almost a Chain Lightning's worth of damage and the Artificer can do it 10 times before they run out of juice and still have their spell slots left over. Artillerist has no problems as things scale up.

    The Artificer is also a defensive power house second only to the Paladin. Shield, Absorb Elements and Flash of Genius runs the gamut of defensive abilities for mitigating direct attacks, spell damage and general saving throws.

  12. - Top - End - #132
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    Default Re: Some Eberron Book spoilers

    Quote Originally Posted by Lanrutcon View Post
    The infusions? Very restricted options, both in terms of variety and application, of which you can only have 1 at a time, and a small number in total for most of your character's lifespan. And they don't work with actual magic items, meaning they don't work with magic weapon/armor crafting (or dungeon loot). You can't apply an infusion to a magic item.

    Their actual crafting? same as all the other classes until level 10, which means that the majority of Artificers will never craft better than a conventional class. Then when they do get the discount it's (again) super limited and still a matter of "DM may I" because of recipe reliance. Read that again: the class that invents things doesn't have a rule for inventing things. The class text describes infusions as prototype magic items, but doesn't include a rule for then turning the prototype into a crafting recipe. And no Artificer specialisation has a discount on crafting trinkets, btw.

    The spell list isn't as broad as other support classes, and comes with half the spell slots. Whatever utility infusions were supposed to provide is dramatically reduced once you realise you have to learn a separate infusion for every magic item you try to duplicate, and you get a tiny number of those.

    And lastly in terms of ranged: the class is in no way geared towards ranged damage. Cantrips are inferior to martial weapons, even with the Artillerist bonus (which is deceptively worded as to make it more limited than most people initially reading it will realise), and have none of the support options such as feats or multiclassing (or even as basic as adding your attribute bonus). In terms of spell damage, again: the lack of spell slots and limited spell selection (where the heck is Magic Missile for the class that makes Force damage gun turrets?) means you're worse at magic damage than Sorcs/Wizards/Warlocks. By the time you can fireball they've been doing it for 4 levels and have moved on.

    They do a bunch of stuff kind of ok-ish. They do nothing well. The things they're supposed to be exceptional in? (crafting, wand use, engineering...pick one) Not so much.
    You want to be a blaster then Artillerist is obviously the best choice, bonus damage to all your spells and turrets that do 2d8 damage. Later on not only does that damage scale but you get another turret, for a total of 6d8 damage, as a bonus action.

    I'm not really sure how many infusions you would be happy with, I think it goes up to 6 now? That's ample to provide items to yourself and others, and only one of each recipe might not be to everyone's taste, but it make you think a bit more and encourages something besides everyone just get +1 gear (there was multiple infusions that provide the +1 for weapons as well).

    Unless they've removed it and no one has mentioned it so far, they got an ability to make a minor trinket, up to Int mod at a time.

    Support wise, they have pretty solid support spells on their list and the new Flash of Genius ability. Spell Storing item later on as well helps round that out.

    Besides the Forge Cleric, they are the only class to be able to make +x items and they do it unquestionably better than said Cleric. They are the ONLY class able to magic named magic items.

    There needs to be a balance in something like this between flooding the game with magic items (without DM control) and maintaining the crafter feel of it. It's a hard line to walk but after increasing the number of infusions I think WotC have done a decent job of it considering the landscape of 5e.
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  13. - Top - End - #133
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    Default Re: Some Eberron Book spoilers

    Quote Originally Posted by Makorel View Post
    A Fireball does 8d6 damage. A Shatter does 3d8, buffed by Arcane Firearm adds 1d8, and with the turret you can do another 2d8 for a total of 6d8 damage; very comparable to Fireball. You can do this as many times as a full caster can cast fireball at 5th level and then you switch to thunderwave for 7d8. Eventually the full caster outpaces the Artillerist a bit but that's fine since it's a fullcaster, the damage the Artillerist can dish out is a bit smaller but very respectable.

    At 11th level the Artillerist can cast Fireball and the turret scales for a total of 6d8 + 4d8. At 15th level you get two turrets so it becomes 8d6 + 7d8, and then when you run out of high level slots you have the spell storing item for a second level spell. A shatter even without the Arcane Firearm buff is still 3d8, add in the 6d8 from the turrets and that's 9d8 damage on a round. That's almost a Chain Lightning's worth of damage and the Artificer can do it 10 times before they run out of juice and still have their spell slots left over. Artillerist has no problems as things scale up.

    The Artificer is also a defensive power house second only to the Paladin. Shield, Absorb Elements and Flash of Genius runs the gamut of defensive abilities for mitigating direct attacks, spell damage and general saving throws.
    Yeah, that does look better than it did it my head. There are some niggles, but for the most part that seems sound. How do you get the 7d8 Thunderwave at 5th level btw? (2d8 turret + 2D8 Thunderwave + 1D8 arcane firearm +? typo?). The defensive power house comment is a bit misleading though, as you don't have the spell slots to power both your offense and defense. Those turrets are basically the saving grace to the spec, it seems (at least where combat is concerned). Thanks. I was considering multiclassing after 5 to get more spell slots from somewhere, but I guess you need to stick with the turret progression?

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    Default Re: Some Eberron Book spoilers

    Quote Originally Posted by Lanrutcon View Post
    The infusions? Very restricted options, both in terms of variety and application, of which you can only have 1 at a time, and a small number in total for most of your character's lifespan. And they don't work with actual magic items, meaning they don't work with magic weapon/armor crafting (or dungeon loot). You can't apply an infusion to a magic item.
    If you have enough good magic items that your infusions aren't attractive enough, you enjoy the fact that you have extra attunement slots to use those items.

    If your DM is stingy, you enjoy being able to have some magic items as a class feature.

    The balance might be a little imprecise. But the extremes of both "no items to put in the bonus attunement slots" and "so packed with legendary items that infusions are not competitive for an attunement slot" both seem like cases where the artificer will be able to leverage a feature to come out ahead.

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    Default Re: Some Eberron Book spoilers

    Quote Originally Posted by Dork_Forge View Post
    You want to be a blaster then Artillerist is obviously the best choice, bonus damage to all your spells and turrets that do 2d8 damage. Later on not only does that damage scale but you get another turret, for a total of 6d8 damage, as a bonus action.

    I'm not really sure how many infusions you would be happy with, I think it goes up to 6 now? That's ample to provide items to yourself and others, and only one of each recipe might not be to everyone's taste, but it make you think a bit more and encourages something besides everyone just get +1 gear (there was multiple infusions that provide the +1 for weapons as well).

    Unless they've removed it and no one has mentioned it so far, they got an ability to make a minor trinket, up to Int mod at a time.

    Support wise, they have pretty solid support spells on their list and the new Flash of Genius ability. Spell Storing item later on as well helps round that out.

    Besides the Forge Cleric, they are the only class to be able to make +x items and they do it unquestionably better than said Cleric. They are the ONLY class able to magic named magic items.

    There needs to be a balance in something like this between flooding the game with magic items (without DM control) and maintaining the crafter feel of it. It's a hard line to walk but after increasing the number of infusions I think WotC have done a decent job of it considering the landscape of 5e.
    Fair point on the blaster. I'd have preferred something more mechanical to go with the turrets, but ah well.

    Yeah, 5/6 max but the growth is very slow. For the majority of players you'll have 3 max. So all those flavor items you see on the replication list? Will never happen. They consider something like a +1 weapon equal to night vision goggles or a rope of climbing. Most players are just going to go +1 armor, bag of holding, +1 weapon for a teammate. It just seems so limiting, especially on the utility items. I get not wanting to toss +1 weapons around like its Christmas though, but a rope of climbing wouldn't break the game.

    Ah, you mean the little magic trick trinkets. Sorry, I was thinking magic items that don't fit into the wand/armor/weapon/potion/scroll categories.

    Point of clarity: they don't make +1 weapons. They temporarily turn a single non-magical weapon into a +1. That's not really crafting benefit. That's a better Magic Weapon spell. I think the infusions are too heavily weighed for the level 12+ bracket. At that point I think the party loves you (provided nobody has been crafting or finding the actual stuff you'll be replicating, and again: you have so few infusions that you can only kit yourself out unless you're generous). Before that? Meh. Free bag of holding.

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    Default Re: Some Eberron Book spoilers

    Quote Originally Posted by Lanrutcon View Post
    You can't use your 5th level feature on wands. The text reads "whenever you cast an Artificer spell".
    Any spell on an artificer list is an artificer spell. You still casts spells from wands. Artillerist has Fireball on its list, though unfortunately not Magic Missile.

    Wand of Spell Storing is a homebrew item.
    Wand of Spell Storing is non-magic wand with Spell Storing Item on it. Though apparently you don't cast spells from SSI anymore, so it depends on exact wording of both abilities.
    It's Eberron, not ebberon.
    It's not high magic, it's wide magic.
    And it's definitely not steampunk. The only time steam gets involved is when the fire and water elementals break loose.

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    Default Re: Some Eberron Book spoilers

    Quote Originally Posted by JackPhoenix View Post
    Any spell on an artificer list is an artificer spell. You still casts spells from wands. Artillerist has Fireball on its list, though unfortunately not Magic Missile.



    Wand of Spell Storing is non-magic wand with Spell Storing Item on it. Though apparently you don't cast spells from SSI anymore, so it depends on exact wording of both abilities.
    I googled it, and you're right. Spells from items still count as casting a spell for the sake of class features. As long as the spell is on your Artificer spell list, you're golden. My bad.

    Wand of Spell Storing as in the 18th (now 11th) level class feature Spell Storing Item, not the homebrew Wand of Spell Storing that mimics the ring of the same name to a certain extent. Gotcha. That's a good point, the Spell Storing Item release version is much better than the UA version. Frees up a lot of spell slots for Shield and the like.
    Last edited by Lanrutcon; 2019-11-14 at 07:02 AM.

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    Default Re: Some Eberron Book spoilers

    The addition of allowing to make all the common magic items in xanathar is interesting. I wonder how mang Walloping ammo you make with one infusion.
    what is the point of living if you can't deadlift?

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    Default Re: Some Eberron Book spoilers

    Quote Originally Posted by stoutstien View Post
    The addition of allowing to make all the common magic items in xanathar is interesting. I wonder how mang Walloping ammo you make with one infusion.
    I may have missed something, but I think you're misreading. Artificers have two relevant abilities you appear to be conflating:
    • At level 10, they can craft any common or uncommon item for half the price and 1/4 the time.
    • At level 2 they can create "infusions" during a long rest, which are a sort of temporary magic item

    There is a list of magic items an infusion can replicate, but it doesn't include "any common item" as far as I can tell.


    Yes, I simply missed it.

    That IS interesting.

    I think it's pretty clear you could just make 1 piece of ammunition though. There's no exception for expendable items.
    Last edited by Damon_Tor; 2019-11-14 at 10:00 AM.

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    Default Re: Some Eberron Book spoilers

    Quote Originally Posted by Damon_Tor View Post
    I may have missed something, but I think you're misreading. Artificers have two relevant abilities you appear to be conflating:
    • At level 10, they can craft any common or uncommon item for half the price and 1/4 the time.
    • At level 2 they can create "infusions" during a long rest, which are a sort of temporary magic item

    There is a list of magic items an infusion can replicate, but it doesn't include "any common item" as far as I can tell.


    Yes, I simply missed it.

    That IS interesting.

    I think it's pretty clear you could just make 1 piece of ammunition though. There's no exception for expendable items.
    Yes rereading it i can't find anything that says otherwise. Which is sad I get the long-term implications of a artificial making an infinite source of magical ammunition but at least a 2d4 worth wouldn't be so bad.
    I can't think of anything else on that list that someone would want other than flavor. Maybe the invincible spell book.
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    Default Re: Some Eberron Book spoilers

    Quote Originally Posted by stoutstien View Post
    Yes rereading it i can't find anything that says otherwise. Which is sad I get the long-term implications of a artificial making an infinite source of magical ammunition but at least a 2d4 worth wouldn't be so bad.
    I can't think of anything else on that list that someone would want other than flavor. Maybe the invincible spell book.
    The clockwork amulet gives you a 10 on the D20 once a day, that's not bad and martial casters would appreciate a Ruby of the War Mage (though any Warlock or Wizard would want a necklace or hat just for having a no hand required focus).
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    Default Re: Some Eberron Book spoilers

    Quote Originally Posted by Dork_Forge View Post
    The clockwork amulet gives you a 10 on the D20 once a day, that's not bad and martial casters would appreciate a Ruby of the War Mage (though any Warlock or Wizard would want a necklace or hat just for having a no hand required focus).
    Yes, it definitely a nice expanded list of items to make. Not powerful but flexible which is what I hoped for the class as a whole. Everyone's best friend.
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    Default Re: Some Eberron Book spoilers

    Mark of healing halfing is the new Wizard healing meta at 17th.

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    Default Re: Some Eberron Book spoilers

    Quote Originally Posted by stoutstien View Post
    The addition of allowing to make all the common magic items in xanathar is interesting. I wonder how mang Walloping ammo you make with one infusion.
    So with this new peice of information, a few interesting uses:
    • Create friendly awakened shrubs during a month of downtime with Pots of Awakening. This one's my favorite. Free employees for whatever business venture you desire.
    • The Talking Doll is a more complex Magic Mouth, and you could use it as a processor in place of 6 magic mouths in a magic mouth computer system.
    • Unbreakable Arrow: An unbreakable 3-foot stick has a ton of potential uses. You could use this to bar a door or brace a collapsing corridor. Because it is literally unbreakable outside of an antimagic field, there is no upper limit to the amount of force it can withstand
    • Veteran's Cane: This one interacts oddly with the infusion rules. Once the cane transforms into a longsword, the transformation is permanent, and it explicitly becomes non-magical. By my reading, this gives an artificer a way to manufacture longswords at the cost of wooden canes. Longswords are 15 gp a peice, so if a level 2 artificer uses all three of his infusions every day to create 3 longswords, that's 45 gp every day, 22.5 if he sells them at half price. And because it takes virtually no time at all, it can be done alongside any normal profession.

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    Default Re: Some Eberron Book spoilers

    Quote Originally Posted by Damon_Tor View Post
    Create friendly awakened shrubs during a month of downtime with Pots of Awakening. This one's my favorite. Free employees for whatever business venture you desire.
    Prune them into topiaries. Adorable. This is the best idea I've ever had.

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    Default Re: Some Eberron Book spoilers

    Quote Originally Posted by Damon_Tor View Post
    So with this new peice of information, a few interesting uses:
    • Create friendly awakened shrubs during a month of downtime with Pots of Awakening. This one's my
    I love that, I was always a fan of that item.

    Good to see they've included what basically amounds to a Wand of the Warmage to the infusion list for the Artillerist/other casters in the party.

    The Homucluous looks good, basically a beefier familiar that can partake in combat but you can't see through or dismiss. As it stacks with Find Familiar, my in head game of pokemon will progess quite nicely now.
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    Default Re: Some Eberron Book spoilers

    Some not so optimized but interesting combos.
    Mark of warding dwarf /moon druid - free mage armor, AoA, and a bunch of non druid spells makes for a very tanking furball with added utility.

    Mark of passage human arcane trickster - make the shadow monk jealous of your mobility. Plus 60 ft movement with dash.

    Mark of hospitality halflings celestial warlock - a boy scout level of preparedness.

    Mark of animal handling human Cleric - you are a druid now.

    Healing halflings - doesn't need a long look to see the power of this. But healing is healing and even without much work most healing is Overkill for most parties. Can finally make an oracle. Divination wizard + mark of healing. I doubt spell mastery is worth blowing on healing but infinite healing would be amazing for world building.
    what is the point of living if you can't deadlift?

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    Default Re: Some Eberron Book spoilers

    Quote Originally Posted by stoutstien View Post
    Some not so optimized but interesting combos.
    Mark of warding dwarf /moon druid - free mage armor, AoA, and a bunch of non druid spells makes for a very tanking furball with added utility.

    Mark of passage human arcane trickster - make the shadow monk jealous of your mobility. Plus 60 ft movement with dash.

    Mark of hospitality halflings celestial warlock - a boy scout level of preparedness.

    Mark of animal handling human Cleric - you are a druid now.

    Healing halflings - doesn't need a long look to see the power of this. But healing is healing and even without much work most healing is Overkill for most parties. Can finally make an oracle. Divination wizard + mark of healing. I doubt spell mastery is worth blowing on healing but infinite healing would be amazing for world building.
    Gotta say really not thrilled that the marks add spells to your class list, that seems unnecessary and will have unintended consequnces somewhere.

    Edit: unrelated, but what the hell kind of weird flintlock raygun mash up is the Artificer with the flying cat thing holding
    Last edited by Dork_Forge; 2019-11-14 at 11:24 AM.
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    Default Re: Some Eberron Book spoilers

    Quote Originally Posted by Dork_Forge View Post
    Gotta say really not thrilled that the marks add spells to your class list, that seems unnecessary and will have unintended consequnces somewhere.

    Edit: unrelated, but what the hell kind of weird flintlock raygun mash up is the Artificer with the flying cat thing holding
    Probably a spell storing item lol. Web gun maybe
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    Default Re: Some Eberron Book spoilers

    Quote Originally Posted by stoutstien View Post
    Probably a spell storing item lol. Web gun maybe
    WAIT.

    Bracelet turned into storing item...

    Thorn whip...

    Web...

    Did we just make spiderman? I think we did...
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