Please add this to the downloads. I'm lazy.
lol. So am I!
We might be f**d. lol.
But thanks for the XP. I'll see what I can do...it's not really totally finished, though. Need to come up with a few capstone abilities first.
Please add this to the downloads. I'm lazy.
Well, it was just something I wrote in the spot between doing the dishes and a quick grocery shopping. A quick idea.
But that is what a 3e artificer can do, craft any item despite not fulfilling the requisites (spell known/class/race) They could substitute any of them with an UMD check (Charisma based and yes a skill check) The core mechanic I was thinking was making, charging and using wands, then have a bunch of ritual only spells/infusions dedicated to infuse objects and constructs, I think it's ok if they know the full list of 10 or so per level infusions, infusions are a minor part of the artificer.
If Infusion = cantrip, why not give them cantrips?
If Gadget = concentration spell, why not give them concentration spells?
If Magic Items = magic item crafting, they can do this already if they can cast spells (though maybe we would like a better crafting system)
(and if any of these abilities loot DMG magic items wholesale...)
I'm really not on this boat of "significantly different defining mechanic"...nor have a horse in this race as I do not play in Eberron and/or use an artificer in my games...[nor, apparently, a problem with mixing metaphors]. I mean, what is a Warlock's Invocation if not just "Channel Divine" with a refluff? What do they do? Oh, arcane magical effects...SO it's like Channeling the Arcane? No. They're invocations. So they're spells, then? No no! They're invocaaationnns. Warlocks only, man! Ah boogedy boogedy boo!
There are, what 47 out of 50 class/subclasses [hyperbolic but not by much] that have spell use? What's the significantly defining feature there? Oh look! Different spell list. Really major defining there. Martial types are getting some combat something and Extra Attack. Barbarian:"Reckless Attack" at 2nd, Extra Attack at 5th. Fighter: "Action Surge" @ 2nd, Extra Attack @ 5th. Ranger & Paladin both: Fighting Style @ 2nd, Extra Attack @ 5th.
Basically, everyone is getting some minorly different mechanic with a refluffing and new name as their features...with, then, one "thing that is theirs" that other classes don't get...Be that something major, like Rage or Sorcery Points or Domain spells, or something minorly different and flavorful (but nowhere else) like Invocations, Bardic Inspiration or Paladin Oath Channels ...and then, in the vastly overwhelming majority, an individualized class spell list on top of all of that.
So, here's what I'm thinking...really quickly and trying to follow the PHB format...
[all titles, names and abilities are subject to change for coolness, preference, and/or to protect the innocent.]
INFUSENATOR
You infuse stuff with magic. Blah blah yada yada fluffy bits. [digression note to self for future adventure: mad uber witch named "Blahblah Yada". Moving on...]
Arcane Tinker: You have an innate knack for harnessing and weaving magical energies into mundane items and objects, moreso than other spellcasting/item-crafter folks. Blah blah yada yada fluffy bits.
Arts and Crafts: You are especially crafty, cunning, and can come up with ideas and plans given what seems to others completely hopeless situations. Blah blah yada yada fluffy bits.
Infusion: limited spell-like abilities that only target or create objects. They can make a weapon become flaming, make a cloak grant resistance to fire, or create a wall of stone, but it can't charm a mind, fireball a room, or heal a wound.
Gadget: An ability that acts like a magic item, but "wears out" unless the artificer is there to recharge it. It can create a crossbow that ignores cover/concealment for an hour, a chime of opening that works 1/day, or a cloak that grants advantage on steath checks for 8 hours before becoming non-magical (unless the artificer recharges it). No spell slots, no concentration, but limited to only a few able to be active at a time.
Magic Item: The PC can use the magic item creation rules, but is better at them then typical casters due to his expertise at magic item making.
As [MENTION=92511]steeldragons[/MENTION] said, there is only so many potential "pools" of power you can use (dice pools, points, spell slots, uses per day/rest etc). On a macro-scale, a druid and a cleric are similar (spell slots, limited use abilities that recharge on short rest) but nobody thinks the druid is a rip-off the cleric's mechanics. There are only so many ways to skin a cat.
These still sound like cantrips (or perhaps low-level spell effects) to me. A flaming weapon cantrip that made a weapon deal fire damage (and maybe some extra fire damage) or that granted momentary resistance to fire would be well within the sphere of cantrips, I think. And there's no reason other cantrips can't be considered object-based - friends is actually cast on a pocketwatch you wave around, but mechanically it is the same; firebolt is cast on a stick of burnt charcoal, etc.
That kind of has legs (especially in that they're based on DMG magic item effects, but NOT THE SAME AS those effects, giving us some room to do things that spells can't really do but also not putting us on board for just replicating DMG items wholesale), but there's a big concern there with bypassing concentration. One of the jobs of concentration is to stop buffs from getting 3e-style onerous mathematical deelies that everyone forgets to apply (in part because the caster is constantly reminded that they're on). Having more than one buff on you at a time that you need to remember gets fiddly fast - ESPECIALLY since this would combo with Concentration spells that would do kind of the same thing.
Of course, you could also just make new spells that have the Concentration requirement for any item-like effects you might want the artificer to loot...which gets us back to this being kind of the same as spells once the concerns are addressed....
Okay, but that's a ribbon, it's something the artificer does in their downtime, not part of how they contribute to a party on the regular.
The wild shape feature is much different than the channel divinity feature in practice. If we just take turn undead for the latter, you have on the one hand a power that is useful for travel and information-gathering, and on the other, one that is good for fighting a particular type of enemy. While these powers COULD both be spells, they are each bigger than spells, with scaling built in by level and the fact that all members of the class have them leading to a strong class identity. A cleric of nature and a druid play differently in part because of these effects. As a class, the artificer needs to play differently from other classes, too. If all it's doing is casting spells - "using limited spell like abilities that only target or create objects" - then that's pretty much nothing special.
Right, my main point is getting at the conceptual issues, not fiddly mechanical bits. If we can't agree conceptually that an artificer should not use other class's spell lists as an essential part of the class, then we might just have to agree to disagree - there will never be an artificer class that satisfies both of us.
"I can use any spell in the game if you give me a night and a Charisma boost" is, at the very least, going to make other party spellcasters feel a little milquetoast (especially if they're a lore bard), and "3e did it" isn't really a good enough reason to keep it in 5e - magic items are different, classes are different, skills are different, spells are different...
And if wand-use is to be the core idea, why not just let them use a wand arcane focus and give 'em a bunch of cantrips?
Well, it was just something I wrote in the spot between doing the dishes and a quick grocery shopping. A quick idea.
But that is what a 3e artificer can do, craft any item despite not fulfilling the requisites (spell known/class/race) They could substitute any of them with an UMD check (Charisma based and yes a skill check) .
At what point though do we step back and accept that 5e is a different game and a 3e style Artificer can't work? After all, most of the core classes changed significantly from 3e to 5e. Why should we be forced to use the 3e version of this class?