The Human Target
Adventurer
Paladins are a thing from decades of being in D&D.
So you want me to build a 20 level D&D 5e artificer class so convince you (a random person on the internet) that the artificer should be a 20 level D&D class?Show, don't tell.
If I have a spell book from which I prepare a certain number of spells in my head and the later release them with spellcasting...
...or if I have a book of recipes from which I craft a few temporary magic items and then later release their energy through item use...
...this isn't actually any different, just with that.
So show, don't tell. Don't say "this is different because it's magitek," show that with a mechanic. In what way is it actually different because it's magitek?
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Most monsters have a life expectancy of 3 rounds.
A class feature that grants bonuses on the next attack when you hit with a cantrip level attack, so that you would have a "one two punch", is ideal.
While this is pretty trivial mechanically (I make X items that recharge each day with a level Y spell = "I know X spells"), it's not a bad point for them being exported to a bard subclass or a rogue subclass or something. One of a Wizard's key points is that they know more spells than they can prepare at one time. It's one of their advantages - they can produce the right spell for the right situation when necessary, and they aren't limited by artificial upper limits like other classes. If you want the artificer to not have that ability, that's a good case for making them not a wizard.
But I've gotta say, the flavor of the artificer (a builder of items) and the playstyle of the artificer that keeps cropping up ("they always have the right tool for the job!") is more a vote against them having a hard list of spells known, in my mind. I mean, if you only know 6 spells, you literally cannot always have the right tool for the job (though other features may mitigate that, as the Favored Soul does).
"I know the elemental weapon spell" (or whatever new spell might add a particular special ability to a given armor or weapon - there's plenty of room for new spells in that avenue) isn't big enough to be the basis for an entire class.
Ritual Caster is being MacGyver. "Give me 10 minutes and I can make an invisible servant / understand languages / set up an alarm / etc. " is that impromptu creation of a solution. Wizards do this out of the box. Artificers with spontaneous casting wouldn't be a great fit for that because, of course, they wouldn't know that many spells
So you want me to build a 20 level D&D 5e artificer class so convince you (a random person on the internet) that the artificer should be a 20 level D&D class?
I guess I don't understand the point of the thread.
Why don't you write me a 5000 word essay about why the ranger should be a class?
So you want me to build a 20 level D&D 5e artificer class so convince you (a random person on the internet) that the artificer should be a 20 level D&D class?
Remathilis said:It's clear you have a hard-on against the artificer-as-class idea
Moonsong(Kaiilurker) said:your proposal requires three things: Self-impossed limits, some kind of system mastery and Strong refluffing as the default to get an Artificer
Paladins are a thing from decades of being in D&D.
But you have to.
In 5th edition, you need to plan out what every class has on level 1,6, 11, 16, and 20.
You have to be able to write 20 levels of a class and have it be different and unique from other classes while being the same power level.
You have to be able to answer:
What is the X classes unique first level class feature?
What is the X class's unique 5th-6th level thing?
What is its unique 11th level paragon thing.
What is its original 16th level early epic thing?
What is its 20th level capstone ability?
However as far as I can tell, per the OP's POV, they shouldnt exist. Neither should barbarians, bards, clerics, druids, rangers, warlocks, etc. There should be 2 classes: magic and non-magic, since skills, weapons, armor, style, are all meaningless. A cleric is just a caster with a few level of non-caster to get the skills to use maces and chainmail. A fighter is a non-magic who uses his training to get combat perks. A rogue is a non-magic who splits between combat and non-combat perks.