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WotC Survey Result: Classes OK, Eberron Needs Work
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<blockquote data-quote="Mercule" data-source="post: 7670394" data-attributes="member: 5100"><p>I've been pondering the Artificer during the course of this thread. I really think it should be a separate class. Actually looking at the 3E ECS version, I think the Warlock makes the best skeleton on which to hang the class. That is to say, <u>not</u> a Warlock build, but using the same caster structure like Wizard and Cleric do. </p><p></p><p>I like Warlock for it because the old Artificer really didn't have that long of a "spell" list and some of those don't make much sense in 5E terms (grant a suit of armor a property equivalent to a +1 enchantment?). Also, some of the best abilities came from feats (dual wielding wands). Rename "invocations" to "infusions" and do most of the signature tricks as either infusions or class/subclass abilities.</p><p></p><p>I immediately see three specialties (names may suck):</p><p>1) War artisan: abilities that enhance armor and/or weapons on the fly. Add unique wards. Lots of buffs.</p><p>2) Fabricator: Can use found magic items as templates for crafting new ones. Gets access to things like dual wands.</p><p>3) Master of constructs: Homonculus, golems, elemental binding, etc.</p><p></p><p>I hope to have some time to formalize it, soon.</p></blockquote><p></p>
[QUOTE="Mercule, post: 7670394, member: 5100"] I've been pondering the Artificer during the course of this thread. I really think it should be a separate class. Actually looking at the 3E ECS version, I think the Warlock makes the best skeleton on which to hang the class. That is to say, [U]not[/U] a Warlock build, but using the same caster structure like Wizard and Cleric do. I like Warlock for it because the old Artificer really didn't have that long of a "spell" list and some of those don't make much sense in 5E terms (grant a suit of armor a property equivalent to a +1 enchantment?). Also, some of the best abilities came from feats (dual wielding wands). Rename "invocations" to "infusions" and do most of the signature tricks as either infusions or class/subclass abilities. I immediately see three specialties (names may suck): 1) War artisan: abilities that enhance armor and/or weapons on the fly. Add unique wards. Lots of buffs. 2) Fabricator: Can use found magic items as templates for crafting new ones. Gets access to things like dual wands. 3) Master of constructs: Homonculus, golems, elemental binding, etc. I hope to have some time to formalize it, soon. [/QUOTE]
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WotC Survey Result: Classes OK, Eberron Needs Work
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