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Runesmith subclass for Artificers?
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<blockquote data-quote="Cap'n Kobold" data-source="post: 7009539" data-attributes="member: 6802951"><p>I think that you first need to think about what the runesmith does for the party. The other two archetypes provide sustained ranged damage for example. Is the Runesmith going to be the melee artificer? You need to be able to do something effective every round. This should be the ability that the subclass grants at level 1. (So perhaps Heavy Armour and Martial weapons if it is going the melee route.)</p><p></p><p>You might also think about the spell progression. If imbuing spells is something that the Runesmith has more of a focus on, you should consider upping the progression to 1/2 caster.</p><p></p><p></p><p></p><p>Those are both higher-level features. Runic weapons should not come at a level where you don't get any benefit of it, and should be at least level 6 or above since that is generally the level other archetypes start getting access to magical weapon damage. Or take a leaf from the previous artificer: spend a spell slot to enchant a weapon for the next 8 hours. (3rd level slot gives +1, higher level slots could give larger bonuses.)</p><p>Ability to turn the duration of a spell into a full 8 hours is also very powerful, even if it still requires concentration. I'd suggest level 14 perhaps.</p><p></p><p>I'd actually be tempted for the Runesmith to get a pool of runic energy that they can spend to enchant effects in place of getting a Mechanical Servant. That would allow them a sustained magical effect without spending spell slots.</p><p></p><p>3rd level ability might be to take one of their Wondrous inventions as being an item powered by having a specific rune struck on it. Over the course of a Long rest, the runesmith can erase that rune, and strike one onto a different item, essentially allowing them to swap around one of their inventions.</p><p></p><p>If you're using the Runesmith as the more melee- or weapon- focused artificer, 9th level could grant Extra attack.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 7009539, member: 6802951"] I think that you first need to think about what the runesmith does for the party. The other two archetypes provide sustained ranged damage for example. Is the Runesmith going to be the melee artificer? You need to be able to do something effective every round. This should be the ability that the subclass grants at level 1. (So perhaps Heavy Armour and Martial weapons if it is going the melee route.) You might also think about the spell progression. If imbuing spells is something that the Runesmith has more of a focus on, you should consider upping the progression to 1/2 caster. Those are both higher-level features. Runic weapons should not come at a level where you don't get any benefit of it, and should be at least level 6 or above since that is generally the level other archetypes start getting access to magical weapon damage. Or take a leaf from the previous artificer: spend a spell slot to enchant a weapon for the next 8 hours. (3rd level slot gives +1, higher level slots could give larger bonuses.) Ability to turn the duration of a spell into a full 8 hours is also very powerful, even if it still requires concentration. I'd suggest level 14 perhaps. I'd actually be tempted for the Runesmith to get a pool of runic energy that they can spend to enchant effects in place of getting a Mechanical Servant. That would allow them a sustained magical effect without spending spell slots. 3rd level ability might be to take one of their Wondrous inventions as being an item powered by having a specific rune struck on it. Over the course of a Long rest, the runesmith can erase that rune, and strike one onto a different item, essentially allowing them to swap around one of their inventions. If you're using the Runesmith as the more melee- or weapon- focused artificer, 9th level could grant Extra attack. [/QUOTE]
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Runesmith subclass for Artificers?
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