CREATORs!
Seems that are some questions about the Unearthed Arcana Class: Artificer ; I’ve collected all the answers from our smart Masters Mike&Jeremy.
@jaa0109 @mikemearlsNo modifier is added to the damage of the Thunder Cannon, correct? Just confirming that. It’s a ranged weapon attack, so it follows the rules for such attacks.
— Jeremy Crawford (@JeremyECrawford) January 9, 2017
@Destinysoftwork @mikemearlsAny particular reason Artificer gets ABS at 18 while every other class gets final at 19? It filled a gap at 18. Nothing in our design mandates 19.
— Jeremy Crawford (@JeremyECrawford) January 9, 2017
@NKreim @Destinysoftwork @mikemearls in that vein, it feels like the Artificer is missing a feature at 11th level, why that choice? It’s a light level: a new spell and some subclass options increase in power.
— Jeremy Crawford (@JeremyECrawford) January 9, 2017
@vikke064 I am not sure how magic item analysis works with spellcasting. Count towards spells known limit or not? Save it for survey? Take a look at the section “Spells Known of 1st Level and Higher,” specifically the second paragraph.
— Jeremy Crawford (@JeremyECrawford) January 9, 2017
So I see guns made it DnD. Sad. I see stats but who is proficient/how can a non-artificer gain gun proficiencies?
Firearms in D&D: see the Dungeon Master’s Guide for information on it. There’s a section called “Firearms” (p. 267–8). #DnD https://t.co/sg35c2PFU5
— Jeremy Crawford (@JeremyECrawford) January 9, 2017
@JeremyECrawford Looked over Artificer. What exactly are “Superior Attunement” and “Soul of Artifice” referring to with attunements?
— Jacob Chilton (@JacobChilton) January 9, 2017
D&D has a rule on magic item attunement. Take a look at “Attunement” in the Dungeon Master’s Guide (p. 136–8). #DnD https://t.co/yU9BLNgKrA
— Jeremy Crawford (@JeremyECrawford) January 9, 2017
@tezrak @mikemearlsUA Artficer–“Masterwork Feature” missing or just misnamed? Refresh the PDF in your browser.
— Jeremy Crawford (@JeremyECrawford) January 9, 2017
@JeremyECrawford is there no half damage for alchemical fire/acid if target(s) make their save?
— Eli (@MyAEliasIs) January 9, 2017
If something in the game deals half damage on a successful save, the text says so. #DnD https://t.co/BPIMN2ze6e
— Jeremy Crawford (@JeremyECrawford) January 9, 2017
@cGorillionaireSo, are the alchemical fire and acid formulae usable at-will? yes
— (((Mike Mearls))) (@mikemearls) January 9, 2017
@mikemearls I was with you on this up until the Firearms.
— Brian (@Inxanity1) January 9, 2017
Specifically pushed them into a subclass to let DMs decide if they work for a campaign. #wotcstaff https://t.co/XDGkOmSqpC
— (((Mike Mearls))) (@mikemearls) January 9, 2017
@mikemearls I am probably just blind, but what is the Masterwork Feature at 3rd and 14th level?
— Luke Kramer (@Swinub220) January 9, 2017
Masterwork feature = subclass features #wotcstaff https://t.co/d0ftrg9qER
— (((Mike Mearls))) (@mikemearls) January 9, 2017
@tabatkinsWho maintains concentration on an Infuse Magic’d spell? whoever activated it
— (((Mike Mearls))) (@mikemearls) January 9, 2017
@S_McMillionairenew Artificer is sweet! Quick question: if your infused spell is activated do you have to concentrate or…? whoever activates it must concentrate #wotcstaff
— (((Mike Mearls))) (@mikemearls) January 9, 2017
@JackFejerArcane Magazine says that the rounds of ammunition are magically produced, does that mean that Thunder Cannon damage is magical? i’d treat it as such #wotcstaff
— (((Mike Mearls))) (@mikemearls) January 9, 2017
@Slit518Why does the Artificer get stat increases at 4, 8, 12, 16, and 18? Why not level 19 like every other class? it’s just how its progression worked out #wotcstaff
— (((Mike Mearls))) (@mikemearls) January 9, 2017
@mikemearlsSo, Artificer. Thunder Cannon has no usage limit? Sneak attack damage at range not requiring advantage seems a bit much… #DND sorry, Thunder Monger.
— Christopher Clark (@wordyprop) January 9, 2017
@wordyprop it’s the class’s key ability, so math-wise it works out #wotcstaff
— (((Mike Mearls))) (@mikemearls) January 9, 2017
@zacnaoumIs there a flight restriction for the Artificer’s robo-buddy? nope
— (((Mike Mearls))) (@mikemearls) January 10, 2017
@serpinecohwas an Engineer subclass originally planned? Mentioned at one point in the text rather then gunsmith. yeah, original name for gunsmith; too broad #WOTCstaff
— (((Mike Mearls))) (@mikemearls) January 10, 2017
@aleque_bif i cast Magic Weapon in a Crossbow did the bolts will cause Magical Damage? if yes only the first or when i reload too? yes and with reload
— (((Mike Mearls))) (@mikemearls) January 10, 2017
Can you use Thunder Monger every round?
the infuse magic feature states you can store a spell in an item for later use. it then talks about the user activating the spell. regardless of if the spell requires concentration as i see that question was answered earlier, What does it take to activate a stored spell? is it a command word? is it simply using the weapon or pressing a rune inscribed on it? is it focusing on the item and the spell stored? what constitutes a spell’s activation?
Can Thunder Monger be used every round, or I guess what’s the proper way of using it.
Since it says “as an action, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on hit”
Is it 1.: Start turn > roll to hit with TM > 2d6 piercing + 1d6 thunder > reload (bonus), then next turn just repeat?
or is it 2.: Start turn > roll to hit with TC > 2d6P > reload > roll to hit > TM > 1d6T. Next turn: reload > thunder cannon > damage > no reload due to using bonus action already