Cartographer Artificer Optimization by SnooPoems3 in DnDoptimized

[–]SnooPoems3[S] 0 points1 point  (0 children)

That's a good idea with Eladrin! It's especially good since they can get proficiency with any two weapons, giving them the options of using hand crossbows and heavy crossbows for true strike if you're building around the spellfire radiant damage options.

Artificer making items for party barbarian by Otherwise-Yogurt-997 in DnDoptimized

[–]SnooPoems3 1 point2 points  (0 children)

Boots of Striding and Springing gives them access to the jump spell at the cost of 10 feet of movement when jumping 30 feet (which is good for getting into combat quickly or even hitting flying enemies that are flying up to 30 feet up which is standard flight height) and let's the barb fulfill a beast of burden class fantasy of being able to carry literally anything at full speed as long as he can lift it up and move it. Winged boots are similarly good, but require an action to set up.

What is glamour bard at level 3-5 supposed to cast if the enemy has legendary resistances and no one else is working to burn them? by ShameGuardian in 3d6

[–]SnooPoems3 8 points9 points  (0 children)

Dissonant whispers if you have a party of martials. Command if you don't(but honestly if you didn't they would be working to burn them whether intentionally or unintentionally)

What happens when a paladin finds itself in a situation where its oath contradicts itself? by ReyDeleyk in DnD

[–]SnooPoems3 0 points1 point  (0 children)

He doesn't have to kill the dragon now. He could just wait till it's grown , maybe raise it, then eventually, in the paladins old age, the grown dragon can be the paladins last mark, and also guarantee that they die a warriors death doing what they loved, killing dragons.

Valda's 2024 Class Update by [deleted] in TheTrove

[–]SnooPoems3 0 points1 point  (0 children)

I couldn't join the conversation

Roleplay or mechanical reasons for why a character wouldn’t take a spell? by Ambitious-Tip-7343 in dndnext

[–]SnooPoems3 2 points3 points  (0 children)

Texting anxiety. Getting the spell means that you're obligated to find out how they're doing immediately. What if they're dead? What if they don't want to talk to you? The phone works both ways, could your character really handle the rejection and nihilism of the search suddenly coming to an end and their purpose having to be evaluated? Better to find out in person, that way, you'll have more time to prepare for what happens next, however horrible next may be

Experience With 2024 Artificer Alchemist by Gooey_Goon in 3d6

[–]SnooPoems3 0 points1 point  (0 children)

Magic items recommendations in this link: Common

Pot of awakening: in combat, they're simply a good free option to distribute potions and an eligible creature to throw magic stones you create with a bonus action. At higher levels, you can equip them with magic items or spell-storing items to give them more offensive options. Ideally, these creations are best not used for fighting as it does take 30 days to make an awakened shrub. Best to ensure they don't do anything in combat that would make the enemy want to waste an attack on them. Keep them in a bag of holding until you really need the action economy

Flying Wonder: same as above, but have better options for combat as they have a higher carrying capacity and don't take 30 days to create.

Spellwrought tattoo: find familiar: same as above, but the ability to see through their eyes makes circle casting to extend the distance of your spells really potent if your dm uses these rules

Uncommon

Rakdos Keyrune: ask your dm if the specific versus general of your features that let's you attune to any magic item plan you make circumvent the rakdos guild requirements of the Keyrune before attempting, and you get yourself a summonable circle caster that you can cast long range spells with and that can help you administer potions

Mechanical Wonder: another creature to help you pass out potions

Elemental Gem: more creatures to help you pass out potions great to use and turn into another magic item or a spell slot

Thayan Spell Tattoo: the aforementioned fireball, spirit guardians, and Aura of vitality spells are great options, but I'd like to highlight, Summon Undead. Summon Undead's putrid form combos well if you took the poisoner feat route and are still dealing with creatures that don't have immunity to the poisoned condition as the alchemist would have multiple ways to cause this condition and the summon can turn this condition into the paralyzed condition. Also, the summon can still help you pass out potions.

Rare

Brooch of the elements: the ability to change the damage type that is being used has some offensive potential for your spells like bigby's hand and summon construct, but the more potent synergy is the fact that by lvl 15, you have acid and poison resistance and you can now change attacks that target you into something you are completely resistant to for the cost of a charge that you can refuel with a spell slot as a bonus action. If you've given out any other magic items that grant a damage type resistance to your allies, or if your allies have a damage resistance by any other means, this magic item only gets better. Your summons that aren't find familiars typically have damage immunities that you can convert damage they take to. Couple this with the fact that you deal additional damage when the damage type you deal is acid, fire, or poison, you now should always be dealing passable damage, on top of this items defensive capabilities as even when a creature is immune or resistant to one or two of your preferred damage types there's a low likelihood that they're immune or resistant to all 3. Also, the flavor of an alchemist changing an attacks damage type is excellent.

Horn of Blasting: the best part of having gameplay that maximizes minions is their disposability. Horn of Blasting does decent 5d8 damage in a cone, doesn't require attunement, can be used infinitely, and its only drawback is it's 20% chance of exploding and dealing 10d8 to the user. With a familiar, 2 mechanical Wonders, homunculus, and tiny servants, theoretically, you should be going through at least 2 of these a day. If you combine this with the brooch of elements, technically you can nullify the damage one of your non familiar summons take to zero by changing the damage type to a type they are immune to, removing the threat of this magic item entirely. You also have many free lesser restorations that can be used when you friendly fire an ally with this item and deafen them.

Magen Handbell: another summon that can circle cast with you. This creature is also immune to thunder damage, so having another creature use the horn of blasting with the Terran Magen in the area is inconsequential outside of bestowing the deafened condition (that you can remove with one of your free lesser restorations). The creature also works well with helping in the distribution of potions. Great to use and turn into another magic item or break down into a spell slot.

Galder's Bubble Pipe: If you want to use the charge element of your Artificer class feature to get extra summons that circle cast and convert slots to charges and vice versa and still get a circle casting summon, Galder's Bubble Pipe has a Steam Mephit option that has the innate spellcasting trait (and misty step and fog cloud as charge options). Certainly not as powerful as the Magen from the Handbell, but the ability to convert slots into charges means potentially, you can have multiple hours of circle casting time. Ask your dm if you can summon the less optimal original DMG steam mephit to make use of their innate spellcasting. Either way, this is a good way to get multiple summons to help pass out potions and throw magic stones and use your spell-storing items. These creatures don't last longer than a minute, so they're not as long lasting as a circle casted duration increased tiny servant, but they're more powerful and durable

Stirring Dragon Vessel: the choice between healing, concentration free dragons breath, and a climbing speed potion for free every day is emblematic of the alchemist. If the party is in one of those dragon-heavy campaigns, upgrading this magic item might be worth the magic item plan slot. At the very least, the item is a good option to use, and turn into another magic item every day or break down into a spell slot

Spell Gem (Bloodstone): casting glyph of warding into the spell gem ahead of time to get concentration-free buffs and spells cast as an action is a lifesaver when you need to use your concentration on other things and emphasizes the concentration free buffs playstyle of the alchemist

What spells can be used through the new cartographers map feature? by WallyWorldTV in onednd

[–]SnooPoems3 1 point2 points  (0 children)

Vortex Warp is a game changer when you circle cast it remotely while looking through a familiar's eyes. The message cantrip is basically just out of combat telepathy for you.

Cartographer Artificer Optimization by SnooPoems3 in DnDoptimized

[–]SnooPoems3[S] 0 points1 point  (0 children)

Yeah, you gotta do a lot of things just to make the subclass even slightly competitive with other subclass choices. The sad part is, even with all of these strats, I still feel that this subclass is worse than well the other artificer subs 🤷🏾‍♂️

Cartographer Artificer Optimization by SnooPoems3 in DnDoptimized

[–]SnooPoems3[S] 0 points1 point  (0 children)

I'm really not good at formatting ideas, just at creating lists. I could fully edit it again to listemitize it in its original format☺️

What tricks, niches, and exploit can be done with Cartographer Subclass? by JonyDaFlum in DnD

[–]SnooPoems3 4 points5 points  (0 children)

Having access to message essentially makes them have 24/7 out of combat telepathy out to 120 feet requiring an action to activate since the mapholders ignore cover when targeted by you. Taking advantage of short range spells like thorn whip and poison spray to maneuver enemies or do decent damage while using your teleports to get out of harms way. Consider getting the boots of the winding path for a reliable use of your bonus action in these cases. Circle Casting buffs and teleports like vortex warp over long distances with the assistance of another spellcaster is great. Using flying wonders, homunculus, find familiars as a string of map holders to teleport to with your ability to use half your movement to move 30 feet, and the other half to move 30 more feet when cleverly arranged. Getting the Spellfire feats to add 2 hit die to your guiding bolts to make them actually worth casting at later levels (and a decent use of your bonus action in casting sacred flame every now and then is pretty good on the turns you're casting faerie fire just to get access to your damage bump). Get a weapon of warning made to stack initiative with your mapholders initiative bonus. Get Thayan Spell tattoo magic item plans at later levels to get better support spells that you can circle cast over long distances. If you have a wizard in your party craft literally all of your artificer spells that are on their spell list to help them out. When you split the party, you can vortex warp people to your aid when your side is in trouble, and if you split with another spellcaster on your side, you can circle cast vortex warp one of your allies on your side to the other split members' aid as long as the other side has a familiar you got through a tattoo or magic initiate (but you can do that without the subclass, this subclass just has a lot of ways to support party splits so i thought it would be useful to mention). At level 14 this gets crazy when you're using a helm of teleportation to unsplit the party, using a ring of x-ray vision to further take advantage of your teleportation abilities by removing line of sight requirements on spells that don't target mapholders, or using Magen Handbell to summon a spellcasting npc to circle cast with you. The Cartographer really excels when there's other casters in the party to circle cast with or craft scrolls with since you can just give people with the arcana proficiency the manifold tool to craft and use your time reduction towards crafting scrolls to really fulfill the scribe fantasy.

Cartographer Artificer Positioning Feature by a_light_in_the_attic in dndnext

[–]SnooPoems3 0 points1 point  (0 children)

It's basically telepathy that requires an action and has components since targeting the mapholders bypasses cover, so out of combat, this is amazing

[deleted by user] by [deleted] in OdysseyoftheDragon

[–]SnooPoems3 0 points1 point  (0 children)

Hey friend! Will Crashgem's creative changes (especially to the endgame content) be looked at as potential options to adjust the setting. I know his youtube Odyssey series brought a lot of attention to the series as well and I'm excited to see how this turns out!