Artificer Armorer Guardian attack and cantrips like Booming blade

So the UA specialist for the Artificer, the Armorer, has an interesting ability for one of the models you can take.

Thunder Gauntlets. Your armored fists each count as a simple melee weapon, and each deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.

Should you end up with a cantrip like Booming Blade through some means, could you use Thunder Gauntlets to perform it? Would you then get the unique effect of Thunder Gauntlet alongside the normal effects of such a cantrip?

How balanced and clear is my Arcane Luthier subclass for the Artificer

I’ve long been disappointed by how brief and largly meaningless D&D 5e’s handling of musical instruments is. Bards can use them as spellcasting focuses, but other than that, there’s not much to them. Hardly anyone has a reason to play a musical instrument for any length of time, nor does it really matter much if you’re any good at it.

To address that, I decided to make my own subclass that focuses on crafting and playing musical instruments. It’s a subclass of the Artificer, using class rules from Eberron: Rising from the Last War (which is not the same as any of the earlier drafts of the Artificer in various Unearthed Arcana documents).

Here’s the subclass, my questions about it are below:

Arcane Luthier

An Arcane Luthier is a master of the magical crafting of musical instruments. While less innately talented than a Bard at musical performance, an Arcane Luthier’s skills at musical composition and the ability to create their own personalized instruments often makes them among the best instrumental performers around. Their abilities to manipulate emotion with music can make them very popular with those who hear them play.

Musical Instrument Proficiency and Crafting

When you adopt this specialization at 3rd level, you gain proficiency in two musical instruments of your choice.

  • If you spend an entire long rest touching a musical instrument you are not proficient with, you can exchange one of your existing musical instrument proficiencies for proficiency with the touched instrument. You are always proficient with musical instruments you have crafted yourself, even if you are not proficient with their instrument type.
  • Musical instruments you are proficient with count as tools for your other Artificer class features (so you may use them as spellcasting focuses, create them with The Right Tool for the Job, and use double your proficiency modifier on ability checks made with them after you gain the Tool Expertise feature at 6th level).
  • If you create a musical instrument with The Right Tool for the Job and keep it with you continuously for one week, you may use appropriate materials worth half the instrument’s normal cost during a long rest to make it permanently become a normal item which will no longer vanish if you use The Right Tool for the Job to create another tool or instrument.

Arcane Luthier spells

After you adopt this specialization at 3rd level, all spells on the Bard spell list count as Artificer spells for you.

  • You must use a musical instrument you are proficient with as a spellcasting focus to cast any spell not normally on the Artificer spell list.
  • At 3rd level, you learn Minor Illusion cantrip. You may not exchange this spell for another cantrip, but it does not count against the number of Artificer cantrips you know.
  • You always have certain spells prepared after you reach particular levels in this class, as shown in the table below. These spells don’t count against the number of artificer spells you prepare.

\begin{array}{c c} \textbf{Artificer Level} & \textbf{Spell} \ \hline 3\text{rd} & \textit{Charm Person, Silent Image} \ 5\text{th} & \textit{Calm Emotions, Enthrall} \ 9\text{th} & \textit{Fear, Hypnotic Pattern} \ 13\text{th} & \textit{Compulsion, Hallucinatory Terrain} \ 17\text{th} & \textit{Dominate Person, Seeming} \ \end{array}

Instrumental Virtuoso

At 3rd level, you know how to blend spellcasting into your instrumental music.

  • While you are playing an instrument you have crafted (either with The Right Tool for the Job or more mundane means), you may change the casting time of an Enchantment or Illusion spell with a casting time of 1 action to instead have a casting time of 1 bonus action. You must follow the normal rules for casting spells with a bonus action (briefly: you may not also cast a leveled spell with your main action, cantrips are OK).
  • When you cast an Enchantment spell in this way, you can prevent one or more affected creatures from knowing they were magically charmed and from becoming hostile when the spell ends. For each creature you wish to do this for, you must spend one action during the spell’s duration performing music they can hear and succeed on a Charisma (musical instrument) check with a DC equal to 10 plus half the creature’s CR or level. The creature will still know their emotions or behavior have been manipulated, but will assume it is just a natural effect of your music, rather than a magical effect.
  • You may play music with an instrument you have crafted in place of the vocal or somatic components of any spell you cast. If a spell has costly material components that you have in your possession, you do not need to use a free hand to manipulate them (though they will still be consumed if the spell says so).

Beguiling Melodies

Starting at 5th level, you can compose musical themes that enhance the abilities of your spellcasting to manipulate the senses and emotions of those who hear you.

  • Whenever a creature makes a saving throw or an investigation check against a spell you cast from the schools of Enchantment or Illusion, it does so with disadvantage if you are playing a musical instrument you are proficient with and the target can hear your music.
  • You are a skilled accompanist, able to compose and play fanfares and harmonies that bring out the best in the performances of others. When you are playing music with an instrument you are proficient with, you may use the Help action targeting any number of creatures of your choice, but only to give the targets advantage on ability checks to perform before an audience who can also hear your music. The performances you accompany do not need to be musical, you can also accompany dramatic or oratorical performances with your music.

Magically Charged Instrument

At 9th level, you can add additional magic to musical instruments you create.

  • This feature works like the Spell Storing Item feature of the core Artificer class, but it may only be used to store a spell from the Bard spell list in a musical instrument that you have crafted. If you store a first or second level spell, it follows the normal rules for Spell Storing Item. You may instead store a 3rd level Bard spell in the instrument, but if you do, the instrument will be destroyed when the spell ends the first time it is used.
  • This feature operates separately from the regular Spell Storing Item feature, so when you have both after 11th level, you may store spells in two different items, one instrument from this feature, and another item (which may also be an instrument, since they can be spell focuses for you) from the normal Spell Storing Item feature. Use the normal Spell Storing Item rules for the second item, even if it is another musical instrument.
  • Starting at 15th level, you may use this feature store a 4th level Bard spell, with the instrument being destroyed after one use. If you store a 3rd level spell, the instrument will only be destroyed after its second use, rather than its first.

Battlefield Instrumentation

At 15th level, your instrumental performances awe your enemies, even in the thick of battle.

  • Creatures that are not immune to being charmed have disadvantage on attack rolls against you if you are playing music with an instrument you have crafted and they can hear your music.
  • While you are playing music with an instrument you have crafted, you may cast the Sanctuary spell on yourself, without needing to have it prepared or using a spell slot. The spell has no effect on creatures that cannot hear your music, and ends immediately if you stop playing. You may cast the spell this way a number of times equal to your Intelligence modifier, and regain all uses after you complete a long rest.
  • While you are playing music with an instrument you have crafted, you may cast Mass Suggestion, without needing to have it prepared or using a spell slot. After you cast it in this way, you may not do so again until you finish a long rest.

I’ve also created a thematically related Infusion, that any Artificer should be able to choose:

Enhanced Instrument

Item: A musical instrument (requires attunement)

While playing this instrument, a creature gains +1 on ability checks related to their performance. Spells cast with this instrument as a spellcasting focus gain +1 to their spell save DC. These bonuses increase to +2 when you reach 10th level in this class.

My questions:

  1. Are there any ambiguities in the rule presentation, or ways I could better or more consistently phrase things? Because some of my previous reviewers were not as much mechanics geeks as I am, I have deliberately included some text restating some existing rules (like how bonus action spellcasting limits your main action, and which Artificer features interact with their tool proficiencies). But other than that, I’d like to be a bit less wordy if I can get away with it without introducing ambiguity.
  2. Is this subclass balanced? I’d appreciate comparisons against other Artificer subclasses, as I’ve only had a tiny amount of experience playing with an Artificer in the same game as me. I’d also like to compare Arcane Luthier Artificers to Bards, since there’s a bit of overlap between them, given that my subclass gets access to the Bard spell list. One of my reviewers was particularly concerned since Artificers can choose to prepare any spell on their spell list, while Bards can only learn a few of their spells, swapping them out only as they level. Is that versatility really problematic, given that an Artificer is a half-caster?
  3. Does the subclass overlap too heavily with the Bard thematically? I’d hope that there would still be a clear distinction between the high-CHA Bard front-man (e.g. Freddy Mercury) versus the high-INT Arcane Luthier guitar virtuoso (e.g. Brian May, with his PhD in Astrophysics). But would it be problematic to have both in the same party?
  4. Does the subclass diverge too far from conventional D&D norms? It’s inspired in part by modern stereotypes about rock musicians, and I’m not sure if there is an equivalent from the middle ages. I suppose that D&D does not always need to adhere too closely to history, but I don’t want to push things too far. And maybe the Artificer is a norm-shifting class already, with a bit of steam-punk theming, and this isn’t any worse.

How do I determine multiclassing stats for an Artificer

I am making a character for a campaign that is starting soon. The character is going to start out as a Cleric (War Domain) and will multiclass with a Artificer (Battlesmith).

I have looked at multiclassing rules, but I am having trouble making heads or tails of it for a multi-class involving a 2/3 caster (the Artificer) and a full caster (the Cleric).

That leads me to my question: what would a lvl 15 War Cleric/lvl 5 Battlesmith Artificer look like? How many spells per level? How many cantrips? Does the artificers ability to replace cantrips still apply?

Armor stacking and the Armorer Artificer

If I’m a Armorer Artificer with my power armor in Infiltrator Mode (the armor’s weight is negligible, and it’s formfitting and wearable under clothing) and infused with the Enhanced Defense infusion (+1 or +2 to AC depending upon level), can I then don a +3 set of plate armor and if I do what’s my AC?

Would other infusions from the under-armor work normally?

Artificer Eldritch Cannon and hands

The artificer class allows for the production of an eldrtich cannon at 3rd level.

[you] magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.

If a player wants the tiny cannon to ‘attach’ to there shoulder (I’m fine with the flavour of this…or wrap it’s legs around it’s wrist etc), am I correct in ruling it still occupies (for lack of a better term) ‘hand slot’.

For example:

1) If the artificer has a Sheild in one hand and has this eldritch cannon on their shoulder, then would they no longer have a free hand to perform a spell casting that requires somatic components? Hold tools?

2) Would it be considered “worn or carried” with regards to being able to move with you?

Thanks! L

Is this Artificer archetype, The Mechanist, balanced? [closed]

Basically, this makes you the Tony Stark of D&D. If this is unbalanced, please tell me how to fix it.

Mechanist, Artificer Subtype

Iron Body: Beginning at first level, you calculate your AC as 14 + your proficiency bonus.

Modifications: Also beginning at 1st level, you further mechanize and/or augment your physical form for different purposes and with different effects. Choose one of the following minor modifications. You choose another at 3rd, 9th, and 14th.
You can attempt to change your modifications after a long rest, doing so requires a tinkerer’s tools (intelligence) check, the DC for this check is equal to 13 plus twice the number of modifications you are attempting to change. On a failed check, you are unsuccessful in your efforts and must make an additional check to attempt to fix your original modifications. The DC to fix a modification is 15, if this check is also failed, you no longer benefit from it as it is non-functional. You may repeat the repair check after a short rest.

Active Camouflage

You gain advantage on stealth checks when you use half or less of your movement speed, in addition you may roll a stealth check and hide without any cover (no action required). Can be chosen a maximum of one time.

Arm-Mounted Scope

Doubles the normal range for attack rolls with ranged weapons (must have the ammunition property), and the long range is doubled. Can be chosen a maximum of one time.

Aquatic Adaptations

You can now breath underwater from your mechanical gills, also you gain a swim speed equal to half your base movement speed thanks to retractable flippers. Can be chosen a maximum of one time.

Auditory Tracking Unit

Increases Blindsight by 15 feet, relies on your ability to hear. Can be chosen a maximum of two times.

Built-in Shield

You gain a +1 to your AC. Can be chosen a maximum of two times.

Modular Footwear

Your superior footing grants you advantage on any save or check against being knocked prone. In addition, difficult terrain doesn’t cost you any extra movement. Can be chosen a maximum of one time.

Defibrillator

Once per long rest when you are reduced to 0 HP but not killed outright, on your next turn electricity surges through your body and jolts you back to consciousness; instead of rolling for a death saving throw, you automatically gain 1 HP. Can be chosen a maximum of one time.

Flamethrower

As an action you can now release a 20-foot by 5-foot line of flames in front of you. Each creature in the line must make a Dexterity saving throw. A creature takes 2d4 + your intelligence modifier fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. You have two uses of this ability, all expended uses recharge on a short or long rest. Can be chosen a maximum of one time.

Grasping Servos

Your extreme grip imposes disadvantage on any check an enemy is using to attempt to break free of or escape from your grapples. You also gain a climb speed equal to half your base movement speed. Can be chosen a maximum of one time.

Heat Vision

Increases darkvision by 30 feet. Can be chosen a maximum of two times.

High Beam

You affix a sparking device behind a lens on a part of your body, when activated it casts bright light in a 30-foot cone and dim light for an additional 30 feet. As an action, you can lower the intensity of the spark, reducing the light to dim light in a 5-foot cone. As an additional action, once per short rest, you can greatly intensify the spark for a moment, any creature that can see you in a 30-foot cone in front of you must make a Constitution saving throw. On a failed save, a creature is blinded until the start of your next turn. On a success the creature is unaffected.

Hypnotic Goggles

You gain advantage on all charisma-based checks when interacting with creatures that are within 30 feet of you and can see you. Mutually exclusive with Heat Vision. Can only be chosen a maximum of one time.

Leg Servos

Your augmented locomotion increases your speed by 10 feet. Can be chosen a maximum of two times. Major Modifications: At 18th level, you choose one of the following modifications. This cannot be changed.

H.A.R.M.

You implant yourself with the Huge Adrenaline Release Mechanism. As a bonus action you may trigger this mechanism for a specialized effect. The mechanism comes in two varieties, you may choose only one.

H.A.R.M. Ω When you are wielding a ranged weapon this allows you as your action this turn to attack any number of creatures within a 15-foot radius of a point you can see within your weapons range. You must have ammunition for each target, as normal, you make a separate attack roll for each target.

H.A.R.M. ß When you are wielding a melee weapon you can add half your Intelligence modifier (rounded up) to all your attack rolls this turn, in addition, you can use your action to move up to half your speed and make a melee attack against any number of creatures that came within 5 feet of you during this movement. You must make a separate attack roll for each target, and this movement provokes attacks of opportunity as normal. Whichever variety you choose, at the end of your turn, until the beginning of your next turn, enemies have advantage on attack rolls made against you and you have disadvantage on saving throws you make as you are briefly worn out from the sheer intensity of your efforts.

Armor Plating

You graft layers of metallic plates beneath your skin, as a result you gain +2 to your AC and develop resistance to cold damage and fire damage.

Augmented Targeting System

You surgically implant a series of enchanted retractable lenses to your skull that allow you to more accurately and precisely identify your enemy’s weaknesses. Your attacks now score a critical hit on a roll of 19 or 20.

Mechanical Twitch

You replace the tendons in your body with enchanted metallic strands and as a result, whenever you score a critical hit with a weapon attack, you may perform an additional attack as part of your attack action with that weapon. This effect can only trigger from your standard attack actions and not from the bonus attacks granted by this ability.

Confused about spell sources for Artificer

I am going to play my first D&D campaign soon. I have played lots of Neverwinter nights (not the mmo) which I hope will give me something of a grounding.

Anyway, I have chosen to be an Artificer.

The spell list states that some of the spells are from Xanathar’s Guide to Everything. I did some googling, found a link to the book’s content and the spells are not listed there… Confused!

I do some more googling and find out that they actually seem to be in the Players Companion for Elemental Evil.

What confuses me more is that the same spells listed here also have comments from people saying that they are not in the normal players guide but are in fact in Xanathar’s.

Could someone help me out? Where is the true source for these spells?

Can the artificer Magical Tinkering be used to falsify documents?


Magical Tinkering. A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

If I had an identification paper, could the class ability be used to replace some of the words and the image on the paper? Or maybe be used to create a “fake” emblem on the document?

Building a combat-tanky Warforged Artificer multiclass

I’m trying to figure out the most optimized build for quite a specific setup using a Warforged with multi-class Artificer.

Specifically i’m looking for a character that come across as durable and dangerous in melee combat, while also being able to provide some of the unique quirks Artificers can offer (like infusions, etc). Wanting to play this character as a despondent “jack-of-all-trades” kindof deal that can help out the party by tinkering away on things if asked, but generally is just a close-combat tanky menace.

So, what is the most optimized build assuming the following requirements:

  1. Race: Warforged
  2. Class: Artificer multi-classed whatever works best to make a decent melee tank (so possibly Fighter or Barbarian? But really whatever works).
  3. I’m wanting to be welding a 2-handed-weapon and taking the feat Great Weapon Master, just to help illustrate the characters brutishness (and hopefully allow more damage dealing).
  4. For the purposes of this question, lets limit the character to a total of 10 levels.
  5. Lets assume stats of 15 across the board (with the Warforged also adding +2 to Con and +1 to something else as normal).

So, with the above requirements, what is the best build one can make to soak up loads damage while also dealing respectable combat damage? And also making use of the Artificer class so that it isn’t a burden to the build.

Can an artificer use Magical Tinkering on a weapon before infusing it (and have it stay)?

This is mainly a question related to narrative/creative license so the reality is that it probably requires a discussion with a DM. But, so as to have a firmer idea of how to interpret the rules interactions, I’m asking the question in advance of that discussion here:

The Artificer’s Magical Tinkering feature grants the following:

At 1st level, you learn how to invest a spark of magic into mundane objects. […] You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.

Artificers also have the ability to infuse weapons but, in doing so, the weapon becomes magical:

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item.

I think it would be fun to have an artificer that has recorded an insult on a non-magical weapon using Magical Tinkering (such as the sound of blowing a raspberry) so that when the thrown weapon smacks into the hostile (ie, is “tapped” by it) the weapon emits the insulting message.


Magical Tinkering states that it ” give[s the item] one of the following magical properties.” Does that invalidate the item as a candidate for a weapon infusion?

Does the weapon infusion, which causes the weapon to become magical, erase (or suppress) the Magical Tinkering effect?