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General Tabletop Discussion
*Dungeons & Dragons
Unearthed Arcana Introduces The Artifcer
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<blockquote data-quote="fuindordm" data-source="post: 7706686" data-attributes="member: 5435"><p>Squee!</p><p></p><p>I like this version a lot. There is definitely room for another subclass or two. I could see one focused on golems that powers up its companion at higher levels, and one focused on a sort of "item metamagic" that gets some of the Eberron artificer's signature abilities such as adding an elemental brand to a melee weapon or using extra charges to apply metamagic effects to charged items.</p><p></p><p>I also like that they're stretching the class design. 5E is certainly robust enough to handle this class.</p><p></p><p>Regarding attunement, I think it makes a ton of sense. I haven't checked if any of their "free" items require attunement, but I think some of them do. I think the intent is that the PC still has to attune their personal items. So this lets them use both their class items and some found items. I agree that they should have a replacement cost like the other personal items.</p><p></p><p>I really don't have too much to quibble about. My only major dislikes are that they out-rogue the rogue for trap, and that they don't have a spellbook like a wizard. I would take away the free expertise on thieves' tools. Instead, you could give them advantage on disarming magical traps (to cancel out the usual disadvantage, if I'm remembering that rule right).</p><p></p><p>When this gets published officially, I would like to see mainly more variety of everything: alchemist's tricks, gunsmith improvements (I think this should be modeled similarly to the alchemist, where the artificer chooses from a menu of enhancements), and a few unique spells like repair construct (they shouldn't have cure/cause wounds, but they should be able to do similar things for their companion and other constructs).</p><p></p><p>Ben</p></blockquote><p></p>
[QUOTE="fuindordm, post: 7706686, member: 5435"] Squee! I like this version a lot. There is definitely room for another subclass or two. I could see one focused on golems that powers up its companion at higher levels, and one focused on a sort of "item metamagic" that gets some of the Eberron artificer's signature abilities such as adding an elemental brand to a melee weapon or using extra charges to apply metamagic effects to charged items. I also like that they're stretching the class design. 5E is certainly robust enough to handle this class. Regarding attunement, I think it makes a ton of sense. I haven't checked if any of their "free" items require attunement, but I think some of them do. I think the intent is that the PC still has to attune their personal items. So this lets them use both their class items and some found items. I agree that they should have a replacement cost like the other personal items. I really don't have too much to quibble about. My only major dislikes are that they out-rogue the rogue for trap, and that they don't have a spellbook like a wizard. I would take away the free expertise on thieves' tools. Instead, you could give them advantage on disarming magical traps (to cancel out the usual disadvantage, if I'm remembering that rule right). When this gets published officially, I would like to see mainly more variety of everything: alchemist's tricks, gunsmith improvements (I think this should be modeled similarly to the alchemist, where the artificer chooses from a menu of enhancements), and a few unique spells like repair construct (they shouldn't have cure/cause wounds, but they should be able to do similar things for their companion and other constructs). Ben [/QUOTE]
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