Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
"3/4 caster" Artificer Subclass
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Paul Farquhar" data-source="post: 8135067" data-attributes="member: 6906155"><p><h3><strong>Introduction</strong></h3><p>Artificers and rangers are quite similar in terms of their core abilities, yet I have noticed that rangers tend to be played as fully-martial characters (bar the occasional Hunter's Mark) and artificers played as if they where full casters. As a result neither are fully effective. Plenty has been said about rangers, so I don't intend to add to that discussion. I have seen two attempts to do caster-artificers, the UA archivist, and Exploring Eberron Maverick. I felt both failed because of the lack of high level spells.</p><p></p><p>Prompted by a recent discussion, I went back to one of my own ideas, which I completed and am posting bellow. For those of you who think it steps on the wizard's toes, I also stamp on sorcerer and warlock toes. Yar boo sucks to you!</p><p></p><p></p><h2>Arcane Experimenter (artificer subclass)</h2><p>Where does magic come from? Other planes of existence? The inner will? The life-force of the world? Clearly the only way to uncover the answer to this and similar questions is through experiment! Arcane Experimenters construct an elaborate apparatus of clockwork and crystal to try and experiment with different spells and kinds of magic.</p><p></p><h3>Tool Proficiency</h3><p><em>3rd-level Arcane Experimenter feature</em></p><p></p><p>You gain proficiency with Jeweller’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.</p><p></p><h3>Arcane Orrery</h3><p><em>3rd-level Arcane Experimenter feature</em></p><p></p><p>You craft an Arcane Orrery, a complex device or clockwork and crystal. You can use your orrery as a spellcasting focus. In addition, you can place one of your infusions that targets a rod, staff, wand or other spellcasting focus into your orrery. Choose first level spell and one second level spell from any spell list that does not have a specific cost listed. When you are holding your orrery and using as a focus you may cast each spell of these spells once. You regain the ability to cast that spell when you finish a long rest. You may also learn one cantrip from any spell list that you can cast using your orrery. In all castes Intelligence is your spellcasting ability. You may replace one of your orrery spells with a different spell of the same level whenever you complete a long rest.</p><p></p><p>If your orrery is lost or destroyed you can construct a new one, identical to the first, when you complete a long rest. You must have Jeweller's and Tinkers Tools in your position to do this.100gp worth of materials is also required.</p><p></p><p><em>Note: The arcane experimenter does not gain any other additional spells.</em></p><p></p><p></p><p></p><h3>Improved Orrery</h3><p><em>5th-level Arcane Experimenter feature</em></p><p></p><p>You can add one third level spell to your orrery. In addition, you can now put spells in your orrery that require material components of up to 50 gp value. If the description states that the component is consumed this does not occur.</p><p></p><h3>Metamagic Dabbler</h3><p><em>5th-level Arcane Experimenter feature</em></p><p></p><p>You gain sorcery points equal to half your artificer level (round up). If you have sorcery points from any other source these add to those. You learn one Metamagic option of your choice from the sorcerer class. You may choose another when you reach level 9 and 15. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.</p><p></p><p>When you cast any of your orrery spells of 1st level or higher, you can cast it by spending a number of sorcery points equal to the spell’s level. This ability cannot be used to cast the spell as if a higher level spell slot was being used, nor can it be used to cast any of your non-orrery spells.</p><p></p><p></p><p></p><h3>Superior Orrery</h3><p><em>9th level Arcane Experimenter feature</em></p><p></p><p>You can add one forth and one fifth level spell to your orrery. In addition, you can now put spells in your orrery that require material components of up to 100 gp value. If the description states that the component is consumed this does not occur.</p><p></p><p></p><p></p><h3>Perfected Orrery</h3><p><em>15th level Arcane Experimenter feature</em></p><p></p><p>You can add one sixth, one seventh and one eighth level spell to your orrery. In addition, you can now put spells in your orrery that require material components of up to 500 gp value. If the description states that the component is consumed this does not occur.</p></blockquote><p></p>
[QUOTE="Paul Farquhar, post: 8135067, member: 6906155"] [HEADING=2][B]Introduction[/B][/HEADING] Artificers and rangers are quite similar in terms of their core abilities, yet I have noticed that rangers tend to be played as fully-martial characters (bar the occasional Hunter's Mark) and artificers played as if they where full casters. As a result neither are fully effective. Plenty has been said about rangers, so I don't intend to add to that discussion. I have seen two attempts to do caster-artificers, the UA archivist, and Exploring Eberron Maverick. I felt both failed because of the lack of high level spells. Prompted by a recent discussion, I went back to one of my own ideas, which I completed and am posting bellow. For those of you who think it steps on the wizard's toes, I also stamp on sorcerer and warlock toes. Yar boo sucks to you! [HEADING=1]Arcane Experimenter (artificer subclass)[/HEADING] Where does magic come from? Other planes of existence? The inner will? The life-force of the world? Clearly the only way to uncover the answer to this and similar questions is through experiment! Arcane Experimenters construct an elaborate apparatus of clockwork and crystal to try and experiment with different spells and kinds of magic. [HEADING=2]Tool Proficiency[/HEADING] [I]3rd-level Arcane Experimenter feature[/I] You gain proficiency with Jeweller’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. [HEADING=2]Arcane Orrery[/HEADING] [I]3rd-level Arcane Experimenter feature[/I] You craft an Arcane Orrery, a complex device or clockwork and crystal. You can use your orrery as a spellcasting focus. In addition, you can place one of your infusions that targets a rod, staff, wand or other spellcasting focus into your orrery. Choose first level spell and one second level spell from any spell list that does not have a specific cost listed. When you are holding your orrery and using as a focus you may cast each spell of these spells once. You regain the ability to cast that spell when you finish a long rest. You may also learn one cantrip from any spell list that you can cast using your orrery. In all castes Intelligence is your spellcasting ability. You may replace one of your orrery spells with a different spell of the same level whenever you complete a long rest. If your orrery is lost or destroyed you can construct a new one, identical to the first, when you complete a long rest. You must have Jeweller's and Tinkers Tools in your position to do this.100gp worth of materials is also required. [I]Note: The arcane experimenter does not gain any other additional spells.[/I] [HEADING=2]Improved Orrery[/HEADING] [I]5th-level Arcane Experimenter feature[/I] You can add one third level spell to your orrery. In addition, you can now put spells in your orrery that require material components of up to 50 gp value. If the description states that the component is consumed this does not occur. [HEADING=2]Metamagic Dabbler[/HEADING] [I]5th-level Arcane Experimenter feature[/I] You gain sorcery points equal to half your artificer level (round up). If you have sorcery points from any other source these add to those. You learn one Metamagic option of your choice from the sorcerer class. You may choose another when you reach level 9 and 15. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. When you cast any of your orrery spells of 1st level or higher, you can cast it by spending a number of sorcery points equal to the spell’s level. This ability cannot be used to cast the spell as if a higher level spell slot was being used, nor can it be used to cast any of your non-orrery spells. [HEADING=2]Superior Orrery[/HEADING] [I]9th level Arcane Experimenter feature[/I] You can add one forth and one fifth level spell to your orrery. In addition, you can now put spells in your orrery that require material components of up to 100 gp value. If the description states that the component is consumed this does not occur. [HEADING=2]Perfected Orrery[/HEADING] [I]15th level Arcane Experimenter feature[/I] You can add one sixth, one seventh and one eighth level spell to your orrery. In addition, you can now put spells in your orrery that require material components of up to 500 gp value. If the description states that the component is consumed this does not occur. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
"3/4 caster" Artificer Subclass
Top