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iirc, the Artificer's multiclassing caster level is rounded Up because, if you were to go Artificer 1 then Ranger 1, if you rounded down on both you'd actually lose the spell slots you gained from your level of Artificer, being treated as a level 0 spellcaster. Artificers fill a funky little role as a "two-thirds" caster in 5e, getting both ...
\$\begingroup\$ Artificer is in a bit of an odd spot, because being published in a separate book, it's the only class that has a spell list as part of the class description. While the spell list is written in the class description, it is also used to inform the Artificer Initiate feat, which allows you to learn a level 1 Artificer spell.
At level 3, an Artificer takes the Armorer sub-class. One of the features is Armor Model which can be configured so that they have Thunder Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it , and it deals 1d8 thunder damage on a hit.
You gain no skill proficiencies by multiclassing into Artificer. Per the Artificer class description on page 54 of Eberron: Rising from the Last War (or in Appendix D of the Wayfinder's Guide to Eberron), there is an optional rule addendum on how multiclassing into artificer works if you're using the multiclassing rules:
\$\begingroup\$ @KRyan Still, the artificer leans on a large variety of 5e-specific rules, e.g. in the above example, the alchemist's power is limited by the rule that drinking a potion requires an action. So even for someone used to complicated rule sets, the artificer might not be a great pick if they're not familiar with 5e's rules ...
The only other change the artificer could make to the armor is swapping out for the other of the two models, which does not seem to fit "refine its magical capabilities". So based on the description, it seems clear enough that the intent is that the Arcane Armor be eligible for one infusion prior to 9th level.
"Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item." (E:RftLW) There aren't any rules yet in D&D 5e that modify a magic item. The Enhance Weapon feature as a sub set of the Artificer Infusion feature indicates that the infusion itself does ...
The extra 1d6 damage can only be applied once per turn and only on your turns. This distinction matters because the Artificer Armorer gains the Extra Attack feature at level 5, allowing you to potentially hit twice instead of once but you will only be able to deal the extra 1d6 damage once.
Artisan Tools function more-or-less the same for Artificers as they do for other classes; with a few perks. Any character with proficiency in Artisan's Tools is able to use those tools to craft items, magical or non-magical.
Can an Artificer take the "Replicate Magic Item" infusion multiple times and select the same magic item with it, and thus create more than one copy of the same magic item? For example, could a level 2 Artificer take "Replicate Magic Item: Bag of Holding" for 2 of its 4 known infusions, potentially creating 2 Bags of Holding at the same time?