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<blockquote data-quote="Jefe Bergenstein" data-source="post: 9488529" data-attributes="member: 31506"><p>Couple more edits I would make</p><p></p><p>Give them heavy crossbow and hand crossbow proficiency. I honestly didnt even realize they were missing this.</p><p></p><p>Have them always regain max charges on their items. Tracking individual charges is irritating enough when using them. Just have them reset at long rest like everyone else's abilities.</p><p></p><p>Drop some of the infusions down to lower levels.</p><p></p><p>Arcane Propulsion Armor should be 2nd level tops. This is some real 1st level monk "you always have a stick" level of non-benefit other than the movement.</p><p></p><p>Gauntlets of Ogre Power should be 6th. Belt of Hill Giant Strength should be 10. Include items that buff stats beyond 20 as well. Strength is just straight up a worse stat than Dex in 5E. There's no one who wants strength that doesnt have an equal or better strength by the time these items come online.</p><p></p><p>Hat of Disguise should be 6th level tops. The warlock equivalent has no limit.</p><p></p><p>Quiver of Elohanna - dear lord, I'm about to OD on lame. Remove it to save people from this trap and add in a lower level custom quiver infusion that adds explosive bolts or something.</p><p></p><p>Horn of Blasting - man, move over quiver of Elohanna, there's a new suck champion. At 14th level you can spend an action to deal a pitiful amount of damage with a 20% chance of taking 10d6 yourself. Joy</p><p></p><p>Ring of the Ram - drop this sucker to 6th level tops.</p><p></p><p>Add in some combat wands, particularly spells that wouldnt be overpowered in large numbers at low levels. Burning Hands gauntlets with 4+proficiency mod charges at 2nd level is reasonable. Wand of Magic Missiles at 6th. Acid Arrow is another good candidate. Wand of Fireballs at 10th.</p><p></p><p>The other thing is so many of their infusions are just crappier versions of warlock invocations that pay a tax because they can be handed out. Never mind that the warlock is a better caster overall, having more spells at higher level. They also get more invocations, 10 vs the Artificers 8. </p><p></p><p>Ring of Jumping is a 10th level infusion. Jump at will is 1st level for warlocks. </p><p>Goggles of Night vs Devil's Sight which grants 120' darkvision to those without it and lets you see in magical darkness. Gift of the Depths which gives you water breathing, swim and lets you bring your friends along with a free casting of Water Breathing vs the Cap of Water Breathing which just affects one person. Cap is 2nd level vs Gift of the Depths 5th level, but lets be real - if there's an underwater adventure, the DM is almost always giving you a way to do it. Taking these infusions just means you pay for it with your precious few infusions/invocations rather than get it some other way. </p><p>Boots of Levitation are a 14th level infusion vs a 5th level Warlock invocation.</p><p></p><p>It just keeps adding up why people find the class underwhelming.</p></blockquote><p></p>
[QUOTE="Jefe Bergenstein, post: 9488529, member: 31506"] Couple more edits I would make Give them heavy crossbow and hand crossbow proficiency. I honestly didnt even realize they were missing this. Have them always regain max charges on their items. Tracking individual charges is irritating enough when using them. Just have them reset at long rest like everyone else's abilities. Drop some of the infusions down to lower levels. Arcane Propulsion Armor should be 2nd level tops. This is some real 1st level monk "you always have a stick" level of non-benefit other than the movement. Gauntlets of Ogre Power should be 6th. Belt of Hill Giant Strength should be 10. Include items that buff stats beyond 20 as well. Strength is just straight up a worse stat than Dex in 5E. There's no one who wants strength that doesnt have an equal or better strength by the time these items come online. Hat of Disguise should be 6th level tops. The warlock equivalent has no limit. Quiver of Elohanna - dear lord, I'm about to OD on lame. Remove it to save people from this trap and add in a lower level custom quiver infusion that adds explosive bolts or something. Horn of Blasting - man, move over quiver of Elohanna, there's a new suck champion. At 14th level you can spend an action to deal a pitiful amount of damage with a 20% chance of taking 10d6 yourself. Joy Ring of the Ram - drop this sucker to 6th level tops. Add in some combat wands, particularly spells that wouldnt be overpowered in large numbers at low levels. Burning Hands gauntlets with 4+proficiency mod charges at 2nd level is reasonable. Wand of Magic Missiles at 6th. Acid Arrow is another good candidate. Wand of Fireballs at 10th. The other thing is so many of their infusions are just crappier versions of warlock invocations that pay a tax because they can be handed out. Never mind that the warlock is a better caster overall, having more spells at higher level. They also get more invocations, 10 vs the Artificers 8. Ring of Jumping is a 10th level infusion. Jump at will is 1st level for warlocks. Goggles of Night vs Devil's Sight which grants 120' darkvision to those without it and lets you see in magical darkness. Gift of the Depths which gives you water breathing, swim and lets you bring your friends along with a free casting of Water Breathing vs the Cap of Water Breathing which just affects one person. Cap is 2nd level vs Gift of the Depths 5th level, but lets be real - if there's an underwater adventure, the DM is almost always giving you a way to do it. Taking these infusions just means you pay for it with your precious few infusions/invocations rather than get it some other way. Boots of Levitation are a 14th level infusion vs a 5th level Warlock invocation. It just keeps adding up why people find the class underwhelming. [/QUOTE]
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