scottieboy86
Explorer
I think arcane weapon is supposed to be more comparable to hex and hunter's mark. Those spells are exclusive to warlocks and rangers, both of which are not "full" casters.
I think arcane weapon is supposed to be more comparable to hex and hunter's mark. Those spells are exclusive to warlocks and rangers, both of which are not "full" casters.
Sure, that makes sense. But I'm also against those spells. Hex, Hunter's Mark, even Eldritch Blast. If a 1st level spell or a cantrip is so tied to the concept of the class, then you find design space to incorporate it into the class. You don't cop out and make it a spell, eligible to be obtained via Magical Secrets or Magic Initiate. Allow those to be abilities with their own resource pool, rather than something that has to compete from a shared resource pool.
Sure, that makes sense. But I'm also against those spells. Hex, Hunter's Mark, even Eldritch Blast. If a 1st level spell or a cantrip is so tied to the concept of the class, then you find design space to incorporate it into the class. You don't cop out and make it a spell, eligible to be obtained via Magical Secrets or Magic Initiate. Allow those to be abilities with their own resource pool, rather than something that has to compete from a shared resource pool.
I definitely recommend checking out the old Artificer. Alchemist in that version has so much flavor, and is such a cool idea. It just needed a little polish and love.5) The "Alchemy" part of the Alchemist wasn't obvious at first. I mean, it's there-- extra acid damage, list of bonus spells that are alchemy related. Extra acid damage with every related spell. A little construct that spits acid. Add the reflavored spells and I think in play that the subclass will have a strong alchemy feel. But it's a little subtle on the page. I kind of feel the Ranger has this issue as well, where the abilities look a little flat until you add up all the pieces.
Mad Scientist (New Alchemist)I think I’ll let my players use the old Artificer Archetypes.
They don’t conflict and easily slot into the new Artificer base.
Sure, that makes sense. But I'm also against those spells. Hex, Hunter's Mark, even Eldritch Blast. If a 1st level spell or a cantrip is so tied to the concept of the class, then you find design space to incorporate it into the class. You don't cop out and make it a spell, eligible to be obtained via Magical Secrets or Magic Initiate. Allow those to be abilities with their own resource pool, rather than something that has to compete from a shared resource pool.