I don't think anyone saw this coming!
The more I think about it...
Am I right to be concerned about the alchemist's limited range? The pathfinder's version didn't have much range either, but it was more like 100 feet or so, not 30. When I first read the class I didn't really clue in on this but now it seems awfully short.
How are you guys dealing with the noise of a THUNDER CANNON using the THUNDER MONGER ability that deals THUNDER damage?
It seems a pretty glaring oversight to not include any information on that.
I'm figuring that because it is actually a firearm, the designers are assuming that we will understand that it is a very loud noise.How are you guys dealing with the noise of a THUNDER CANNON using the THUNDER MONGER ability that deals THUNDER damage?
It seems a pretty glaring oversight to not include any information on that.
Another opinion I have is that the artificer class should NOT get spellcasting. Again, it says right in the fluff that artificers create objects, not spells. Why not just be a wizard? Instead, I think the focus of the artificer class should be using gadgets or inventions that function like spells. For example, artificers could start with being able to create or power up two inventions a day to start and then more as they level up. They can choose which inventions they want for that adventuring day from a list similar to the warlock invocations list.
Items could include goggles of darkvision, monocles that can read languages, boots that spring or levitate, chains or traps that catch monsters, belts that put up a shield-like forcefield, the more flavorful and goofy the better. It would take a bonus action for the artificer to activate an invention, and the artificer would get a certain number of "slots" or "artificer points" a day to activate these items. To make things more interesting, when an artificer uses an invention they might have to roll a d20 and add their proficiency bonus. On a score of 5 or lower, the invention doesn't function. On a natural 1, the invention seriously malfunctions and can't be used until the following day after a long rest. To make things even more interesting, if an artificer wants to swap out an invention for another they can do so during a short rest, but the invention doesn't work on a score of 10 or lower, because artificer hastily put it together. In this way, the artificer is the problem solver and versatile 5th party member but there's a chance of failure. This would also give the artificer a totally unique flavor rather than just another spellcasting class (which so many classes already have). This also solves the problem of giving the artificer cool things to make that they can swap out every day but aren't DMG magic items for free that can get lost or stolen.
A smith could know ore without knowing where or how to dig for it.How does one infuse magic into items, but know zero magic? That's like wanting blacksmiths to not know different Ores.
They describe the magic as a means to an end, little things the artificer learned as they studied magic, so that they know how it works before sticking some runes on a pair of goggles. This seems fine to me.
3.X artificer infusions walked the line between conventional spells while also not being spells since they could only "cast" their infusions on objects, and most of their infusions were about turning mundane items into temporary magic items or changing the magical properties of a preexisting magic item.How does one infuse magic into items, but know zero magic? That's like wanting blacksmiths to not know different Ores.
They describe the magic as a means to an end, little things the artificer learned as they studied magic, so that they know how it works before sticking some runes on a pair of goggles. This seems fine to me.