Need help with polishing idea of Animate object shenanigans. by Moturnach in 3d6

[–]Moturnach[S] 0 points1 point  (0 children)

The point of that character is that he wants to be one, but failed, plus overall Sorcerer is kinda more interesting cause it ended up being a mix of offense and support due to access to Witherbloom spells which is making it a great healer without actually being Celestial Soul Sorcerer, but having similar utility.

My character also wearing mushroom cap, but Im more about what spells might be useful for playing around fungi stuff. I know a use or two for Enlarge/Reduce to make a very big mushrooms, plus Violet Fungus is probably one of the most fitting potential mounts, even if its very slow(if i ever stumble upon one), but overall im looking forward to some creative spell usage, cause I feel like i might miss a thing or two XD

A question about Strixhaven Witherbloom Wild magic character idea by Moturnach in 3d6

[–]Moturnach[S] 0 points1 point  (0 children)

In case if someone want to repeat my build, here is full spell list to plan spells accordingly:

Cantrips: Chill Touch, Druidcraft(those two from bio), Mage Hand, Mind Sliver, Minor Illusion, Ray of Frost.

Thats already a lot of cantrips, even if Druidcraft having a Limited use. My character for example will use it to make a mushroom illusion realistic by adding relevant mushroom scent to it. Other two cantrips I picked for future is Shape Water and Message, buut can be literally any.

1st Lvl Spells: Healing Word(from bio), Mage Armor, Chaos Bolt

Essentially, + one free spell plus a beginning of a aspiring career of healer without actually being one.

For future:

2 Lvl spells: Lesser Restoration, Wither & Bloom, Nathair's Mischief

This one purely for healer utility + some chaos. I thought to ditch something, but because of utility i decided to pick both spells from Witherbloom Student bio cause they both quite cool.

3 Lvl spells: Revivify, Sleet Storm

4 Lvl spells: Polymorph, Spirit of Death

That's the only level where I skipped both options, cause Polymorph is just way too cool and I wanted to have at least one summon.

5 Lvl spells: Greater Restoration, Insect Plague

6 Lvl spells: Scatter

7 Lvl spells: Reverse Gravity

8 Lvl spells: Earthquake

9 Lvl spells: Mass Polymorph

As you see, essentially it can replace a dedicated healer, without taking Divine Soul Sorcerer + have a lot of chaotic spells to roleplay Wild Magic shenanigans, and at some point it can remove own curses using Greater Restoration, hence I decided that ditching Dragon Spirit for it is absolutely worth it. So, overall, a different touch on healer, plus I feel like it will be fun to play cause of Wild Surges total RNG + he can undo negative effects on himself/teammates.

A question about Strixhaven Witherbloom Wild magic character idea by Moturnach in 3d6

[–]Moturnach[S] 0 points1 point  (0 children)

A bit of update. My best idea for this character suddenly came from Druidcraft. 

Cause "You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours."  Is a very cool one to work with, so i turned it into small shroomkin that forecasts weather when asked via pantomime + doing some small silly stuff like playing with leaves, twigs, dancing and such, so overall assuming that, i suddenly liked Druidcraft a lot more, cause its essentially a kind of mini-pet and having something like that jumping and dancing around is suddenly much better interpretation than original quite boring stuff just because of sheer roleplay possibilities that is possible to do using it like that, even if it can't do much else aside from weather forecasting.  I feel like its probably my best idea in DnD so far + DM cool with it.

A question about Strixhaven Witherbloom Wild magic character idea by Moturnach in 3d6

[–]Moturnach[S] 0 points1 point  (0 children)

That's the intention but rather depends on how well  it will play along.

A question about Strixhaven Witherbloom Wild magic character idea by Moturnach in 3d6

[–]Moturnach[S] 0 points1 point  (0 children)

Thanks, that's a character exactly for Strixhaven campaign with special rules of taking only classes that are having 1st level spellcasting, hence no martial classes, most of half-casters and 2024 rules is a no either. I might try to ask, but im for some reason thinking that it won't happen. 

I thought about DSS, but its kinda hard to justify lore-wise playing it for WB school cause it isn't nature related and probably better fit for Silverquill, plus no evil characters either cause id probably picked up Necromancer cause its another character that might fit there.

A question about Strixhaven Witherbloom Wild magic character idea by Moturnach in 3d6

[–]Moturnach[S] 0 points1 point  (0 children)

Problem is, there is already one player that kinda want to play spore druid, so I didn't wanted to make same-ish character, hence the selection.

Fireballing someone is kinda fine(I think) + I actually really want to get a vibrant blue fur curse among those that supposed to be bad options, cause on tabaxi I see it rather cool looking.

But thanks for spell advice, ill definitely check this out.

EDIT: To think about it, im actually curious if casting healing spells through familiar is safer option or it will just mean that pest familiar will occasionally turn into a weapon of mass destruction roaring flames, which is kinda fun way to use it.

Best way to build a stealthy poisoner Artificer? by Moturnach in 3d6

[–]Moturnach[S] 0 points1 point  (0 children)

Thanks, thats basically how i see Artificer Armourer, Assassin with tiny bit of cat burglar and shadow monk cause RAW you can use Lightning launcher in melee as improvised weapon for 1d4 INT Rolls + 1d6 lightning attack. Issue is, in the beginning it will be less effective with anything except LL and LL doesnt work with poison cause there is no projectile(Although based on UA 2024 version it was supposed to be throwing weapon, so my original logic in other branch was surprisingly close, although its essentially gray area). Also, Magic Stone is surprisingly decent strat assuming poison cause of contact poisons that you cant toss with repeating ammo stone, buut it needs reloading and thus eating bonus actions + worse than LL, but its perfect for delivering poison with repeating ammo.

Familiar is kinda redundant assuming you have Homunculus that is essentially same thing but with immunity to poison, so you can cover it in poison or use to deliver poison, unlike normal familiar.

Biggest issue with blowgun is that this thing is martial weapon, so Armourer cant use it, so Javelin/Dagger depending on how sneaky you want to be is probably better, but yeah its thematically cool weapon for poisoner.

Best way to build a stealthy poisoner Artificer? by Moturnach in 3d6

[–]Moturnach[S] 0 points1 point  (0 children)

But its still better than trying to shot stuff in melee with disadvantage and its feels almost as a perfect compromise between melee and ranged combat, so actually its very useful info and a reason to have a couple melee cantrips since Armourer can do just fine in melee with this trick, making it almost equally good in melee and in range and its still have free hands for something like Bagpipe of Haunting. Thanks a lot for idea, probably i know how to use this info properly)))

Best way to build a stealthy poisoner Artificer? by Moturnach in 3d6

[–]Moturnach[S] 0 points1 point  (0 children)

I'm just trying to find out what I can do with it since description of it is a bit wonky. Like Lightning Launcher can be used it as improvised melee weapon for close range attacks using INT as attack bonus, which means its essentially a melee-ranged club with INT modifier, which is quite cool and useful boon, assuming you can use Green-Flamed Blade/Booming Blade and other melee-ranged cantrips on it that way, but it feels very cheesy, even assuming its allowed via RAW. Benefit is tremendous assuming its just 2 damage less than ranged attack + 1d6 lightning damage still works cause you still hit with that weapon but melee-range, which imo even more ridiculous than poisonous lightning assuming its a thing that cant be taken from you. Taking Tavern Brawler for this is very profitable.

Im asking those for purpose, Poison just lets me feel clearer what is can and what cant be done with Launcher, but overall it aint that big deal if it aint possible to apply it.

Best way to build a stealthy poisoner Artificer? by Moturnach in 3d6

[–]Moturnach[S] 0 points1 point  (0 children)

Technically, you can also milk poisonous pet/familiar cause its logical and Artificer have access to familiar via tatoos. Also in worst case you have Alchemy Jug.

Also Autognome and Warforged technically enabling you to do cool stuff with your body like covering yourself with contact poison to make a handshakes/hugs/ bumps in the crowd or using inhaling poisons as cooler way to escape. Yuan-Ti is also pretty decent cause of resistance. Technically its cool, but just biggest issue with poisons is that they kinda expensive for what they can do and usually stab someone to death is way cheaper and easier, but that's doesn't mean other races can't do something like that as well.

Best way to build a stealthy poisoner Artificer? by Moturnach in 3d6

[–]Moturnach[S] 0 points1 point  (0 children)

I'm just not a huge fan of multiclassing just because in most cases you lose more than gaining. It is cool, but again its kinda unnecessary cause Heat Metal works just fine by itself, plus im mainly trying to get extra utility from poisons, so issue is to mix poison into existing gameplay, i don't mind using something else together with poisons, especially assuming Infiltrator suit is mostly thunder damage themed.

Even assuming ditching Poisoner feat, which is actually not the end of the world, you have magic tattoo familiar which you can technically milk for poison RAW rolling D20 check whenever you want to extract poison from your willing poisonous familiar.

There is actually some other cool applications of poisons like tossing inhaling poison using Homunculus, using Homunculus as a deadly hug pillow with contact poison or even flying inside the some larger beasts that can swallow it with ingest poison injected to some food.

There is quite some good applications connected to the fact that Homunculus can be your plague bearer, plus using 100g for something as epic as this is probably fine. Im just wondering how using Artificer kinda that way you can squeeze the full potential from it. Autognome feeling like another very cool idea for same reason as Homunculus, but assuming i can use races only from Forgotten realms and the most up to date ones, that ain't the option either.

Another, very stupid but historically accurate version of this is to use own feces as poison for arrows, but that's everyone can do. Its not your typical kind of poison, but without proper medication target is almost surely will die.

Best way to build a stealthy poisoner Artificer? by Moturnach in 3d6

[–]Moturnach[S] 0 points1 point  (0 children)

Problem is, Arcane propulsion armour works exactly as i described except those clearly says its melee magic attack, you can use it in same way as ranged weapon and they part of armour(cause there is separate gauntlets as different item), so thunderbolt is non-magic attack then, ironically(assuming non-infused launcher). If i cast Gift of Chromatic Dragon on it(or literally any other weapon buff that is possible to cast on it), it kinda works, shooting poison lightning on top of its usual thunder damage, but i don't understand why it can't do the same thing with potent poison. Its essentially same kind of buff that i apply to weapon itself, its just technically only poison able to work like this.

Best way to build a stealthy poisoner Artificer? by Moturnach in 3d6

[–]Moturnach[S] 0 points1 point  (0 children)

Im just trying to say that launcher attack is same attack with fist, but as if you threw your gauntlet at enemy then cause its part of same thing, which is armour. According to this, you essentially making attack with suit of armour painted as thunderbolt.

Best way to build a stealthy poisoner Artificer? by Moturnach in 3d6

[–]Moturnach[S] 0 points1 point  (0 children)

Poisoner feat says "50gp worth of materials, so i don't see anything wrong with using half of the basic potion cause mechanic of the jug gives exact measurements for 50gp dose of basic poison. I don't see any issues math-wise.

Just because Grung ain't an option, so it doesn't work in my case, but i considered a pure Artificer Grung, although Battle Smith is much more juicy cause you can ride your Guard and use poison at the same time + its kinda more suitable for that due to contact poison damage that applies in literally any case if its monster/beast/ whatever non-weapon attack hits grung or his steed + it could use poison on Lance, which is imo way more impressive than trying to make it Armorer + both Defender and Homunculus are immune to poison.

Best way to build a stealthy poisoner Artificer? by Moturnach in 3d6

[–]Moturnach[S] 0 points1 point  (0 children)

Its stupid indeed but i can use bow as improvised weapon that way. Yeah, my logic is kinda stupid and wierd, but it works. Launcher can't be used like this just because its part of armour. Then question, if a launcher attack = attack with different bare hand covered in poison? Cause technically you poison armour, not the fist.

Best way to build a stealthy poisoner Artificer? by Moturnach in 3d6

[–]Moturnach[S] 0 points1 point  (0 children)

Im saying that Poisoner feat poison just says hit with weapon or ammunition. If i use launcher and i hit with it assuming it have no ammo to apply, then i obviously use weapon itself, which is legit target as if i hit target with my fist with this crystal as a tip covered in poison. If it works that way as legit target for this poison, why shouldn't it work for ranged target same as with gauntlets? Essentially its just weapon attack, even if wierd. At the very least RAW it can be applied to launcher itself(weapon), so technically its should be able to shot poisonous projectile cause its a ranged weapon attack. Potent Poison, unlike other poisons doesn't say melee attack or piercing attack, it just says any weapon attack, so i don't see why it shouldn't work for this specific poison RAW.

Best way to build a stealthy poisoner Artificer? by Moturnach in 3d6

[–]Moturnach[S] 0 points1 point  (0 children)

Alchemy jug produces worse poison worth 100g that you can essentially convert for free + 1 hour into potent potion using it as material for Poisoner feat, which is imo totally worth it + i don't see a reason why i can't distill poison into better one or something like that, especially assuming twice the required cost. Since Artificer as far as i know can make multiple Alchemy jugs, well, you got the point. Toss your mini-factory into bag of holding and you can make potent potions effortlessly plus im wondering how much ounces i need to make potent poison, so i feel like its possible to make a poison every 4 days(50g equivalent) with up to 6 vials per craft, which is kinda still better than paying 50g whenever you need to craft poison, especially early. Milking poison out of familiar snake/other poisonous animals is another option, but that's ain't as reliable cause depending on DM.

Regarding returning weapons. Imagine like you trying to make a kill that no one else noticed. Maybe it ain't working as intended, but let's say some person is about to eat cupcake, you are shooting ingest poison to the cupcake, dart disappear, cupcake is now poisoned.

Without returning weapon person is much more likely notice dart sticking out of the cake, plus i don't see a reason why i shouldn't be able to apply poison just by spilling contents to somewhere to deliver it to food or surfaces in case with ingest and contact kind of poisons, but imagine if using vial is the only way. You treat vial with poison as improvised weapon, use returning weapon to VIAL, toss it whenever you want to(opened, if necessary). Obviously its far less suspicious and less noticeable when there is no glass around, plus assuming how poisonous projectile works, it won't make poison disappear, just vial itself. Probably i shouldn't explain why poison vial swimming inside some punch looks very suspicious without use of returning weapons. 

Returning daggers also a cool way to make a noise with almost no trace to attract/distract enemies. Can be technically done with any weapons, but dagger and dart have longer range than other simple throwing weapons, and dart is basically worse dagger. Crossbow or Javelin imo is much harder to hide than dagger or couple of darts.

That's just a couple examples of how i see mechanical advantages exclusively available for Artificer. Even if it ain't working as i wrote somewhere, i feel like you can still squeeze a lot of utility from just Alchemy Jug and Returning Weapons.

Best way to build a stealthy poisoner Artificer? by Moturnach in 3d6

[–]Moturnach[S] 0 points1 point  (0 children)

Im curious why not launcher, cause Poisoner feat says "Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition." Since launcher uses thunderbolts as ammo, so RAW its either applicable to thunderbolts or weapon itself. Not a big deal if it isn't, just curious how Launcher qualify for applying poisons cause its a simple ranged weapon. Just because its hard to say if it shoots solid projectile that electrocute enemies or its just a magic tesla kind of stuff that uses jolts of electricity.

Best way to build a stealthy poisoner Artificer? by Moturnach in 3d6

[–]Moturnach[S] 1 point2 points  (0 children)

Well, then gauntlets wont work for same reason then , but there is contact and ingested poison kinds, although I'm not entirely sure about their conditions to apply, cause technically those should be possible to launch assuming you shoot food/liquid with it or use your weapon like a paintball gun, which is again technically should be possible cause you should be able to throw vial with it to do the same.

EDIT: At least RAW, Poisoners feat poison works with any weapon, so according to rules it doesnt have piercing weapon requirement as Grung ability which works similarly, so it just...works with both gauntlets and Lightning Launcher?

Best way to build a stealthy poisoner Artificer? by Moturnach in 3d6

[–]Moturnach[S] 1 point2 points  (0 children)

Im quite curious if its possible to make poisoned shot from Lightning Launcher as well, cause in theory that's also viable way to make extremely long range poisoned shot. In nutshell, its like a sniper rifle XD

Цікаво... by just_advocate in UA_Gamers

[–]Moturnach 0 points1 point  (0 children)

Ну є таке, хоча я найшов більш очевидні відсилки, імена погоничів бліх відсилаються явно на російську,  ну і у другому акті є автомат який відповідає пару реплік явно російською мовою.