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5E Artificer Spellcasting Houserule Idea
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<blockquote data-quote="Merlecory" data-source="post: 9833512" data-attributes="member: 7045536"><p>I have had thoughts very similar to this, but have never had the chance to test them out. If you do, please share the results!</p><p></p><p>As for "compensation", I had thought of a few different paths</p><ol> <li data-xf-list-type="ol">Heavy Homebrew: Artificers stop being half casters. Maybe they become the first two-thirds caster, or they gain some spell slots equivalent to a Pact slot, to compliment their half caster slots. A big show piece spell, rounded out by smaller inventions.</li> <li data-xf-list-type="ol">Light(er) Homebrew: Artificers can apply metamagic to each of their spells. This at least gets to re-use existing game features, and helps separate them from the other half casters who get extra attack on "normal" casting.</li> </ol><p>I think any change in this direction should reinforce their more magical status than the Paladin and Ranger. No d10 Hit Die, no martial weapon proficiencies, no fighting styles and no extra attacks leaves lots of room for the base Artificer to be a stronger magician, while still allowing the subclasses to be transformative.</p></blockquote><p></p>
[QUOTE="Merlecory, post: 9833512, member: 7045536"] I have had thoughts very similar to this, but have never had the chance to test them out. If you do, please share the results! As for "compensation", I had thought of a few different paths [LIST=1] [*]Heavy Homebrew: Artificers stop being half casters. Maybe they become the first two-thirds caster, or they gain some spell slots equivalent to a Pact slot, to compliment their half caster slots. A big show piece spell, rounded out by smaller inventions. [*]Light(er) Homebrew: Artificers can apply metamagic to each of their spells. This at least gets to re-use existing game features, and helps separate them from the other half casters who get extra attack on "normal" casting. [/LIST] I think any change in this direction should reinforce their more magical status than the Paladin and Ranger. No d10 Hit Die, no martial weapon proficiencies, no fighting styles and no extra attacks leaves lots of room for the base Artificer to be a stronger magician, while still allowing the subclasses to be transformative. [/QUOTE]
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5E Artificer Spellcasting Houserule Idea
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