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Unearthed Arcana Introduces The Artifcer
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<blockquote data-quote="Hanuman47" data-source="post: 7709663" data-attributes="member: 18349"><p>As many have stated, there are some interesting ideas here, but the implementation doesn't quite make it. For me, the biggest shortcoming is that it doesn't fulfill the role that the original 3.5 version had of ultimate improviser - the person who, with a bit of preparation, can always come up with the right tool for the job. As a very quick fix, I am proposing a third type of specialist: the Dweomercrafter.</p><p>1st level: 2 Gizmos. </p><p>3rd level: 3 Gizmos and 1 Device (1st level) that has 2 uses. </p><p>9th level: 4 Gizmos and 1 Device (2nd level or lower) that has 2 uses.</p><p>14th level: 5 Gizmos and 2 Devices (3rd level or lower) that have 3 uses total </p><p>17th level: 6 Gizmos and 2 Devices (4th level or lower) that have 4 uses total.</p><p></p><p>Gizmos replicate the effect of any cantrip from any caster list. A Dweomercrafter can spend 10 minutes to change which cantrip a Gizmo replicates.</p><p>Devices can replicate the effect of any spell from any caster list. A Dweomercrafter can spend one hour to change which spell a Device replicates. Uses are split among the devices available (if you have 3 uses you can use one device 3 times or one twice and the other once) regained after a short or long rest.</p><p>Gizmos and Devices use the Artificer's INT as the spellcasting ability, regardless of which list the spells came from. Gizmos and Devices can only be used by the Artificer. What form the device takes is up to the player and DM, but ought to in some way reflect the object's function. If game statistics are needed, assume a Gizmo or Device weighs 2 pounds, can be used in one hand, and has AC 18 and 5 HP. When originally gained, a Gizmo or Device is free; it is assumed to have been cobbled together over time. Replacing a lost, stolen, or destroyed Device, however costs 100 gp in materials per spell level it can replicate (50 gp for a Gizmo).</p><p></p><p></p><p>Probably the levels that these benefits are gained at are a bit wonky, but, as stated above, this is just a quick stab at creating an improvisational artificer within the existing framework. I'm not sure if the Infuse Magic class feature (which kind of does the same thing, but worse due to the Artificer's very limited spell list) is redundant and should be removed. </p><p></p><p>Any feedback on this would be welcome, but note that I am deliberately not addressing here the issues raised about core class features (apart from whether Infuse Magic should be kept).</p></blockquote><p></p>
[QUOTE="Hanuman47, post: 7709663, member: 18349"] As many have stated, there are some interesting ideas here, but the implementation doesn't quite make it. For me, the biggest shortcoming is that it doesn't fulfill the role that the original 3.5 version had of ultimate improviser - the person who, with a bit of preparation, can always come up with the right tool for the job. As a very quick fix, I am proposing a third type of specialist: the Dweomercrafter. 1st level: 2 Gizmos. 3rd level: 3 Gizmos and 1 Device (1st level) that has 2 uses. 9th level: 4 Gizmos and 1 Device (2nd level or lower) that has 2 uses. 14th level: 5 Gizmos and 2 Devices (3rd level or lower) that have 3 uses total 17th level: 6 Gizmos and 2 Devices (4th level or lower) that have 4 uses total. Gizmos replicate the effect of any cantrip from any caster list. A Dweomercrafter can spend 10 minutes to change which cantrip a Gizmo replicates. Devices can replicate the effect of any spell from any caster list. A Dweomercrafter can spend one hour to change which spell a Device replicates. Uses are split among the devices available (if you have 3 uses you can use one device 3 times or one twice and the other once) regained after a short or long rest. Gizmos and Devices use the Artificer's INT as the spellcasting ability, regardless of which list the spells came from. Gizmos and Devices can only be used by the Artificer. What form the device takes is up to the player and DM, but ought to in some way reflect the object's function. If game statistics are needed, assume a Gizmo or Device weighs 2 pounds, can be used in one hand, and has AC 18 and 5 HP. When originally gained, a Gizmo or Device is free; it is assumed to have been cobbled together over time. Replacing a lost, stolen, or destroyed Device, however costs 100 gp in materials per spell level it can replicate (50 gp for a Gizmo). Probably the levels that these benefits are gained at are a bit wonky, but, as stated above, this is just a quick stab at creating an improvisational artificer within the existing framework. I'm not sure if the Infuse Magic class feature (which kind of does the same thing, but worse due to the Artificer's very limited spell list) is redundant and should be removed. Any feedback on this would be welcome, but note that I am deliberately not addressing here the issues raised about core class features (apart from whether Infuse Magic should be kept). [/QUOTE]
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