I'm A Banana
Potassium-Rich
1st level
Infusions: Artificers can cast infusions they know as Rituals, and only as Rituals, those infusions act as if they were spells. An artificer learns all infusions available to him/her at the given levels. (1st level at 1st, 2nd level at third, and so on)
I don't quite get the intent here - are infusions just ritual spells? If so, why not just give artificers ritual casting? The second bit is basically how cleric spellcasting works, but I'm unclear on the fictional reasoning for it here. For cleircs, it's just "all gods grant this pool of spells, plus domain spells" but for Artificers, there's no force that limits them like that. So why do all artificers know exactly the same inflexible list of infusions? Is every single one like a graduate from the same House Cannith school? If I want to customize my artificer by taking different kinds of rituals, why is that something I can't do?
So, ritual casting is a fine ability and makes sense for them. But they're going to need more than that to contribute. The current ritual casters also have spellcasting - should they get that, too? Or should they have some sort of "rituals-only" list (which would put them more in column B or C)?
Magical tinkering: Artificers can use all magic items, including those that require an specific spell list, or class level. When using such an item, the artificer makes a UMD check (Cha-mod + prof bonus)
I'm confused about the intent here, too. So artificers can use holy avengers? And gain warlock spell slots from the rod of the pact keeper? Is the main idea to have them use wands and scrolls and staves? Does the Charisma check last only for a single use, or does it let them use it indefinitely? And why CHARISMA? Are artificers supposed to be charming and suave and influential leaders? Why isn't figuring out how to use a magic item an Intelligence check, say?
This ability seems fine in concept, but I think we should lock down more specifically what the intent is and define it narrowly rather than having DMs frustrated by a party artificer who just takes EVERY magic item for themselves.
Scribe Scroll: Artificers can scribe scrolls, each scroll needs a material support (costing 50 gp for a 1st level spell), an artifier needs an hour to scribe a scroll, if the scroll has a spell not in the Artificer infusion list, the artificer must make an UMD check (DC 15+spell level) or he/she fails. If the spell has a costly component, it must be spent when scribing the scroll. scroll writing fades after a day, unless the artificer keeps it. After the scroll is used or the writing fades, the support can be reused. ARtificers can only keep up to 3 scrolls at the same time.
Again, lets not trap alternate item crafting mechanics in a class. The artificer makes scrolls like anyone else makes scrolls (maybe with some time/money advantages). If the DMG rules don't work for that, lets get some ideas for new rules for Eberron and not just give them to an artificer.
This mechanic has a more subtle problem as well: this ability works better as an NPC than as a PC. Scribe some scrolls and send your party out with the scrolls and there's no real need for you to be present at all. They come back to town at the end of the day and you top 'em up. In fact, given the ability check to mimic other spells, this also steals thunder from other classes if the artificer DOES tag along. That's not the artificer having its own identity, that's the artificer basically being some other class by proxy. Not cool.
2nd level
Slots: artificers gain spell slots -like a paladin/ranger-. The slots regenerate with a long rest, but only those that aren't in current use. those slots can be used for the following activities:
So looks like you think B-style spellcasting works. That's cool, but then an artificer needs some oomph to equal a paladin/ranger - something like Divine Smite and Natural Explorer. Rituals are fine, but they're not enough by themselves (they're maybe a Favored Enemy or Divine Sense in scope)
Wand crafting: The artificer can craft wands containing a single spell, each charge on a wand requires devoting a spell slot of the appropriate level for the spell. If the artificer cannot cast the spell, he/she must make the UMD check. Wands have a limit of 7 charges, and these don't regenerate. During a long rest the artificer can choose to let go of a wand and regain the slots.
Wand charging: The artificer can move a slot to add a single charge to a wand, whether it is a permanent one or a wand he/she crafted.
Same applies to scroll crafting here.
3rd level
...and now we're beyond 2nd level without a defining mechanic. We gotta get that in earlier.
Expertise
subclass pick (golems/homunculus, melee like combat style-mediumarmor-eventualsecond attack, crazy stuff with wands, more castery feel with cantrips...)
Expertise makes some sense, but it should be different/more limited than the Rogue version.
5th level
Craft permanent magic items...
I'm REALLY reluctant to let the artificer loot the DMG for items to add to the party a la carte. The items in the DMG were not made with that mind.
and soo on
Big thing is that you're still missing a central mechanic. Making an item isn't an active contribution to the party. It is something you do during down-time.
They also need to be able to fire on all three pillars, and this version is pretty myopic, not really directly contributing to any of them except by looting other class's spells and rituals. What does it look like when an artificer explores the dungeon or talks at the noble banquet? What do they do there that no other class can do?
Also, being able to mimic other class's spell list is problematic. It can be done to a limited extent smartly, but "make an ability check to make an item that does anything any other spell in the game can do" is way too broad and not very future-proof.
Ritual casting and expertise and B-style spellcasting are a skeleton, but item crafting doesn't work as a defining mechanic, especially when they can just give these items to their buddies who then can go out and use them without needing to bring the artificer along.
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