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New Unearthed Arcana: Revised Artificer
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<blockquote data-quote="tglassy" data-source="post: 7779959" data-attributes="member: 6855204"><p>Well, a 17th's level Artificer would have 7 Infusions and 5 infused items, which is basically 5 guaranteed magical items of all kinds of utility from combat to exploration to whatever you can think of. They have 4 cantrips and can switch out their cantrips every short or long rest, something no other caster can do. They also have 14 spell slots going up to lvl 5, with a good selection from what I can see, and they prepare them from the list and "know" their entire list. And that doesn't include the guaranteed list of spells for each subclass, which steer the class towards different specializations. </p><p></p><p>Compare that to a lvl 17 Wizard, with 19 spell slots that go up to lvl 9, and their School features. They both can prepare the same number of spells, though Wizards need to learn them and Artificers know them all. If you just compare base class abilities and not the subclass stuff, the Wizard only has 1 extra 5th lvl spell slot than the Artificer, though the Wizard gets it much sooner and at lvl 17 has their 9th lvl spell slot as well. </p><p></p><p>So, eliminating similarities, at lvl 17, the Wizard has one slot each of 5th through 9th spells, and the Artificer has 5 guaranteed, permanent magical items that he can switch out (can know 7), with things as powerful as a Belt of Hill Giant Strength and a Headband of Intellect, thus fixing stat problems for either himself or a party member, can switch out his cantrips, and can attack twice. And the Artificer can give those items to party members. Oh, and the Artificer has more health and can use medium armor and shields. And that's without factoring in the Subclass skills, each of which includes a "Pet" of some kind. </p><p></p><p>Personally, I'm enjoying this version very, very much. One of the first character concepts I had was a person who has no magical ability but understood the theory of magic so well that he learned how to develop magical items, but the only way I found to do that in 5e was with a Rogue Thief with the Use Magic Device ability. I loved that character, but this is exactly what I'd been looking for. He'd be great Solo, with a trick for every occasion, but in a party he shines as he can provide ultimate support: Permanent Magical Items until they get something better. Who WOULDN'T want one of these guys in their group?</p></blockquote><p></p>
[QUOTE="tglassy, post: 7779959, member: 6855204"] Well, a 17th's level Artificer would have 7 Infusions and 5 infused items, which is basically 5 guaranteed magical items of all kinds of utility from combat to exploration to whatever you can think of. They have 4 cantrips and can switch out their cantrips every short or long rest, something no other caster can do. They also have 14 spell slots going up to lvl 5, with a good selection from what I can see, and they prepare them from the list and "know" their entire list. And that doesn't include the guaranteed list of spells for each subclass, which steer the class towards different specializations. Compare that to a lvl 17 Wizard, with 19 spell slots that go up to lvl 9, and their School features. They both can prepare the same number of spells, though Wizards need to learn them and Artificers know them all. If you just compare base class abilities and not the subclass stuff, the Wizard only has 1 extra 5th lvl spell slot than the Artificer, though the Wizard gets it much sooner and at lvl 17 has their 9th lvl spell slot as well. So, eliminating similarities, at lvl 17, the Wizard has one slot each of 5th through 9th spells, and the Artificer has 5 guaranteed, permanent magical items that he can switch out (can know 7), with things as powerful as a Belt of Hill Giant Strength and a Headband of Intellect, thus fixing stat problems for either himself or a party member, can switch out his cantrips, and can attack twice. And the Artificer can give those items to party members. Oh, and the Artificer has more health and can use medium armor and shields. And that's without factoring in the Subclass skills, each of which includes a "Pet" of some kind. Personally, I'm enjoying this version very, very much. One of the first character concepts I had was a person who has no magical ability but understood the theory of magic so well that he learned how to develop magical items, but the only way I found to do that in 5e was with a Rogue Thief with the Use Magic Device ability. I loved that character, but this is exactly what I'd been looking for. He'd be great Solo, with a trick for every occasion, but in a party he shines as he can provide ultimate support: Permanent Magical Items until they get something better. Who WOULDN'T want one of these guys in their group? [/QUOTE]
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New Unearthed Arcana: Revised Artificer
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