OneDnD Artificer access to the Arcane spell list

cbwjm

Legend
Out of interest, I was thinking about how an Artificer might access the arcane spell list since it seems that some classes have limited access to a spell list. While I'm not really assuming the artificer will get a revision in 2024 PHB, it might have a revision in a later book.

Looking at the artificer's spells they have the following schools/spell numbers in their current list:
SchoolNumber of Spells
Abjuration15
Conjuration12
Divination5
Enchantment1
Evocation17
Illusion5
Necromancy1
Transmutation39

Additionally, the Artificer has 5 spells that aren't arcane spells and that I didn't include in the table above: spare the dying, cure wounds, lesser restoration, revivify, and greater restoration.

Looking at this, enchantment and necromancy can easily be removed since they only have a single spell, and divination and illusion only have 5 so most likely could also be removed from artificer access, however, divination includes the spells identify and detect magic, 2 spells which I think an artificer should have so perhaps they'll keep it but I also feel like they could get those two spells as a class feature as something always prepared. Illusion has the creation spell which is also a prime candidate for an artificer, but since WotC are will to swap schools this could easily be included by making it conjuration.

Since artificers are also able to heal, I wouldn't be surprised if they have a "Songs of Restoration" ability like the bard, probably something like "Artifacts of Healing" but where the bard gets healing word, the artificer gets cure wounds.

So if I had to speculate what spell access a potential artificer update would have, I believe it would be the schools of Abjuration, Conjuration, Evocation, and Transmutation. They'll have class features that grant them access to detect magic and identify; and access to 5 healing spells in a similar fashion as the bard.
 

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Mephista

Adventurer
Rangers are only banned from Evocations in the Primal spell list. Just saying that we don't need to as extensively block off spell schools as we did with the bard. Necromancy is probably a good one, as is Enchantment (spare the dying and catnap are the spells).

The tricky part of the artificer is that, much like the bard, they want to have access to Primal spells as well as the occasional Divine. How do we do that?
 

Marandahir

Crown-Forester (he/him)
I wouldn't remove Necromancy.

One of the most important fantasy scientist archetypes not yet explored - and thus key for expansion - is the Mortician/Dr. Frankenstein/tamperer with life and death character. This is a big part of the gothic fantasy that Artificers allow, and necromancer wizard comes at it from a completely different angle (much less magic necromancer a la Kel'Thuzad or the Lich King in WarCraft, much less of these fantasy scientists of classic horror genres).

Alternatively, that archetype should enable access to the Necromancy school. But then you lack access to a critical part of your character build until you reach 3rd level and can't reinforce that concept during the trainee levels...

Similarly, Botanist or other Biological / Ecological / Environmental Scientist Artificers would want plenty of spells locked behind the Primal spell list. I guess I'd give them freebies for their archetype, or let them choose a handful of those a la magical secrets, but it really feels like these spell lists are hindering key archetypes, and even something like Songs of Restoration really only restore certain spells to the Bard's list, so whatever they do would be limited at most…
 

I wouldn't remove Necromancy.

One of the most important fantasy scientist archetypes not yet explored - and thus key for expansion - is the Mortician/Dr. Frankenstein/tamperer with life and death character. This is a big part of the gothic fantasy that Artificers allow, and necromancer wizard comes at it from a completely different angle (much less magic necromancer a la Kel'Thuzad or the Lich King in WarCraft, much less of these fantasy scientists of classic horror genres).

Alternatively, that archetype should enable access to the Necromancy school. But then you lack access to a critical part of your character build until you reach 3rd level and can't reinforce that concept during the trainee levels...

Similarly, Botanist or other Biological / Ecological / Environmental Scientist Artificers would want plenty of spells locked behind the Primal spell list. I guess I'd give them freebies for their archetype, or let them choose a handful of those a la magical secrets, but it really feels like these spell lists are hindering key archetypes, and even something like Songs of Restoration really only restore certain spells to the Bard's list, so whatever they do would be limited at most…

Is it that important, that you have to be the necromancer at level 1? I think this would be something you learn during your studies. And if it is that important to you, you have your magic initiate feat to help you out in the first 2 levels.
 

Mephista

Adventurer
I wouldn't remove Necromancy.

One of the most important fantasy scientist archetypes not yet explored - and thus key for expansion - is the Mortician/Dr. Frankenstein/tamperer with life and death character. This is a big part of the gothic fantasy that Artificers allow, and necromancer wizard comes at it from a completely different angle (much less magic necromancer a la Kel'Thuzad or the Lich King in WarCraft, much less of these fantasy scientists of classic horror genres).
Frankenstein monsters fall under flesh golems and homoculi category, both Constructs and not Undead. That should be Transmutation school, not Necromancy, along with the creation of chimera-like beings.
 

cbwjm

Legend
I wouldn't remove Necromancy.

One of the most important fantasy scientist archetypes not yet explored - and thus key for expansion - is the Mortician/Dr. Frankenstein/tamperer with life and death character. This is a big part of the gothic fantasy that Artificers allow, and necromancer wizard comes at it from a completely different angle (much less magic necromancer a la Kel'Thuzad or the Lich King in WarCraft, much less of these fantasy scientists of classic horror genres).

Alternatively, that archetype should enable access to the Necromancy school. But then you lack access to a critical part of your character build until you reach 3rd level and can't reinforce that concept during the trainee levels...

Similarly, Botanist or other Biological / Ecological / Environmental Scientist Artificers would want plenty of spells locked behind the Primal spell list. I guess I'd give them freebies for their archetype, or let them choose a handful of those a la magical secrets, but it really feels like these spell lists are hindering key archetypes, and even something like Songs of Restoration really only restore certain spells to the Bard's list, so whatever they do would be limited at most…
I think what you've said here about expanding spell access to additional schools would be good. The half-caster issue is a little problematic, as you say, but granting the mad scientist access to necromancy via the subclass works well in theory, as does limited access to primal or divine lists if needed.
 

Marandahir

Crown-Forester (he/him)
Frankenstein monsters fall under flesh golems and homoculi category, both Constructs and not Undead. That should be Transmutation school, not Necromancy, along with the creation of chimera-like beings.

Sure. But the necromantic mortician doctor is just as critical a part of fiction. While Frankenstein's monster would be classified as a flesh golem in D&D terms, the FICTION of Dr. Frankenstein is not about constructs so much as playing with life and death, which is the fiction of Necromancy, not Transmutation. There's a reason Herman Munster and Lurch are considered undead characters in their respective parodies.
 

Levistus's_Leviathan

5e Freelancer
I wouldn't remove Necromancy.

One of the most important fantasy scientist archetypes not yet explored - and thus key for expansion - is the Mortician/Dr. Frankenstein/tamperer with life and death character. This is a big part of the gothic fantasy that Artificers allow, and necromancer wizard comes at it from a completely different angle (much less magic necromancer a la Kel'Thuzad or the Lich King in WarCraft, much less of these fantasy scientists of classic horror genres).

Alternatively, that archetype should enable access to the Necromancy school. But then you lack access to a critical part of your character build until you reach 3rd level and can't reinforce that concept during the trainee levels...

Similarly, Botanist or other Biological / Ecological / Environmental Scientist Artificers would want plenty of spells locked behind the Primal spell list. I guess I'd give them freebies for their archetype, or let them choose a handful of those a la magical secrets, but it really feels like these spell lists are hindering key archetypes, and even something like Songs of Restoration really only restore certain spells to the Bard's list, so whatever they do would be limited at most…
I would just make those be new subclasses that get access to the appropriate spells/spell lists. No reason to give all Artificers Animate Dead and other "Frankenstein-y" spells when that could be a cool "Fleshstitcher" subclass.
 

cbwjm

Legend
Rangers are only banned from Evocations in the Primal spell list. Just saying that we don't need to as extensively block off spell schools as we did with the bard. Necromancy is probably a good one, as is Enchantment (spare the dying and catnap are the spells).

The tricky part of the artificer is that, much like the bard, they want to have access to Primal spells as well as the occasional Divine. How do we do that?
Yeah, you don't have to restrict as many as the bard, I'm primarily looking at how you'd restrict the schools to still keep with the primary schools, and I guess the feel, of the artificer. Necromancy and enchantment seem to be no brainless since their current spell list has only a single spell from each, and to me, the schools of illusion and divination (other than a couple of spells) are both limited and overall don't seem to me to fit the feel of the artificer's spells.
 

Marandahir

Crown-Forester (he/him)
I could see a stage magician artificer who is all about the science of the lights and magic tricks, who'd have more illusion spells. But that could also be a 3rd level specialisation that grants you access to that school.
 

Gorck

Prince of Dorkness
Sure. But the necromantic mortician doctor is just as critical a part of fiction. While Frankenstein's monster would be classified as a flesh golem in D&D terms, the FICTION of Dr. Frankenstein is not about constructs so much as playing with life and death, which is the fiction of Necromancy, not Transmutation. There's a reason Herman Munster and Lurch are considered undead characters in their respective parodies.
Hmmm, I could play this now by re-flavoring the Battle Smith's Steel Defender into a Flesh Defender. I might just have to go make one of those.
 

I wonder what it would look like if you just gave Artificers cross-list access to Abjuration, Conjuration, Evocation, and Transmutation?

Okay, I went ahead and put this into a single list.

Lvl Spell School Ritual

0 Acid Splash Conjuration No
0 Blade Ward Abjuration No
0 Druidcraft Transmut. No
0 Fire Bolt Evocation No
0 Light Evocation No
0 Mage Hand Conjuration No
0 Mending Transmut. No
0 Message Transmut. No
0 Poison Spray Conjuration No
0 Prestidigitation Transmut. No
0 Produce Flame Evocation* No
0 Ray of Frost Evocation No
0 Resistance Abjuration No
0 Sacred Flame Evocation No
0 Shillelagh Transmut. No
0 Shocking Grasp Evocation No
0 Thaumaturgy Transmut. No
0 Thorn Whip Transmut. No

1 Alarm Abjuration Yes
1 Armor of Agathys Abjuration No
1 Arms of Hadar Conjuration No
1 Burning Hands Evocation No
1 Chromatic Orb Evocation No
1 Create or Destroy Water Transmut. No
1 Cure Wounds Abjuration* No
1 Divine Favor Evocation No
1 Ensnaring Strike Conjuration No
1 Entangle Conjuration No
1 Expeditious Retreat Transmut. No
1 Faerie Fire Evocation No
1 Feather Fall Transmut. No
1 Find Familiar Conjuration Yes
1 Fog Cloud Conjuration No
1 Goodberry Transmut. No
1 Grease Conjuration No
1 Guiding Bolt Evocation No
1 Hail of Thorns Conjuration No
1 Healing Word Abjuration* No
1 Hellish Rebuke Evocation No
1 Jump Transmut. No
1 Longstrider Transmut. No
1 Mage Armor Abjuration No
1 Magic Missile Evocation No
1 Protection from Evil and Good Abjuration No
1 Purify Food and Drink Transmut. Yes
1 Sanctuary Abjuration No
1 Shield Abjuration No
1 Searing Smite Evocation No
1 Shield of Faith Abjuration No
1 Tenser’s Floating Disk Conjuration Yes
1 Thunderous Smite Evocation No
1 Thunderwave Transmut.* No
1 Unseen Servant Conjuration Yes
1 Witch Bolt Evocation No
1 Wrathful Smite Evocation No

2 Aid Abjuration No
2 Alter Self Transmut. No
2 Arcane Lock Abjuration No
2 Barkskin Transmut. No
2 Blindness/Deafness Transmut.* No
2 Branding Smite Evocation No
2 Cloud of Daggers Conjuration No
2 Continual Flame Evocation No
2 Cordon of Arrows Transmut. No
2 Darkness Evocation No
2 Darkvision Transmut. No
2 Enhance Ability Transmut. No
2 Enlarge/Reduce Transmut. No
2 Find Steed Conjuration No
2 Flame Blade Evocation No
2 Flaming Sphere Evocation* No
2 Gust of Wind Evocation No
2 Heat Metal Transmut. No
2 Knock Transmut. No
2 Lesser Restoration Abjuration No
2 Levitate Transmut. No
2 Magic Weapon Transmut. No
2 Melf’s Acid Arrow Evocation No
2 Misty Step Conjuration No
2 Moonbeam Evocation No
2 Pass without Trace Abjuration No
2 Prayer of Healing Abjuration* No
2 Protection from Poison Abjuration No
2 Rope Trick Transmut. No
2 Scorching Ray Evocation No
2 Shatter Transmut.* No
2 Spider Climb Transmut. No
2 Spike Growth Transmut. No
2 Spiritual Weapon Evocation No
2 Warding Bond Abjuration No
2 Web Conjuration No

3 Aura of Vitality Abjuration* No
3 Beacon of Hope Abjuration No
3 Blinding Smite Evocation No
3 Blink Transmut. No
3 Call Lightning Conjuration No
3 Conjure Animals Conjuration No
3 Conjure Barrage Conjuration No
3 Counterspell Abjuration No
3 Create Food and Water Conjuration No
3 Crusader’s Mantle Evocation No
3 Daylight Evocation No
3 Dispel Magic Abjuration No
3 Elemental Weapon Transmut. No
3 Fireball Evocation No
3 Fly Transmut. No
3 Gaseous Form Transmut. No
3 Glyph of Warding Abjuration No
3 Haste Transmut. No
3 Hunger of Hadar Conjuration No
3 Leomund’s Tiny Hut Evocation Yes
3 Lightning Arrow Transmut. No
3 Lightning Bolt Evocation No
3 Magic Circle Abjuration No
3 Mass Healing Word Abjuration* No
3 Meld into Stone Transmut. Yes
3 Nondetection Abjuration No
3 Plant Growth Transmut. No
3 Protection from Energy Abjuration No
3 Remove Curse Abjuration No
3 Sleet Storm Conjuration No
3 Slow Transmut. No
3 Speak with Plants Transmut. No
3 Spirit Guardians Conjuration No
3 Stinking Cloud Conjuration No
3 Water Breathing Transmut. Yes
3 Water Walk Transmut. Yes
3 Wind Wall Evocation No

4 Aura of Life Abjuration No
4 Aura of Purity Abjuration No
4 Banishment Abjuration No
4 Conjure Minor Elementals Conjuration No
4 Conjure Woodland Beings Conjuration No
4 Control Water Transmut. No
4 Death Ward Abjuration No
4 Dimension Door Conjuration No
4 Evard’s Black Tentacles Conjuration No
4 Fabricate Transmut. No
4 Fire Shield Evocation No
4 Freedom of Movement Abjuration No
4 Giant Insect Transmut. No
4 Grasping Vine Conjuration No
4 Guardian of Faith Abjuration No
4 Ice Storm Evocation No
4 Leomund’s Secret Chest Conjuration No
4 Mordenkainen’s Faithful Hound Conjuration No
4 Mordenkainen’s Private Sanctum Abjuration No
4 Otiluke’s Resilient Sphere Evocation No
4 Polymorph Transmut. No
4 Staggering Smite Evocation No
4 Stone Shape Transmut. No
4 Stoneskin Transmut.* No
4 Wall of Fire Evocation No

5 Animate Objects Transmut. No
5 Antilife Shell Abjuration No
5 Awaken Transmut. No
5 Banishing Smite Abjuration No
5 Bigby’s Hand Evocation No
5 Circle of Power Abjuration No
5 Cloudkill Conjuration No
5 Cone of Cold Evocation No
5 Conjure Elemental Conjuration No
5 Conjure Volley Conjuration No
5 Destructive Wave Evocation No
5 Dispel Evil and Good Abjuration No
5 Flame Strike Evocation No
5 Greater Restoration Abjuration No
5 Hallow Abjuration* No
5 Insect Plague Conjuration No
5 Mass Cure Wounds Abjuration* No
5 Passwall Transmut. No
5 Planar Binding Abjuration No
5 Swift Quiver Transmut. No
5 Telekinesis Transmut. No
5 Teleportation Circle Conjuration No
5 Tree Stride Conjuration No
5 Wall of Force Evocation No
5 Wall of Stone Evocation No
 


Marandahir

Crown-Forester (he/him)
Okay, I went ahead and put this into a single list.
Lvl Spell School Ritual

0 Acid Splash Conjuration No
0 Blade Ward Abjuration No
0 Druidcraft Transmut. No
0 Fire Bolt Evocation No
0 Light Evocation No
0 Mage Hand Conjuration No
0 Mending Transmut. No
0 Message Transmut. No
0 Poison Spray Conjuration No
0 Prestidigitation Transmut. No
0 Produce Flame Evocation* No
0 Ray of Frost Evocation No
0 Resistance Abjuration No
0 Sacred Flame Evocation No
0 Shillelagh Transmut. No
0 Shocking Grasp Evocation No
0 Thaumaturgy Transmut. No
0 Thorn Whip Transmut. No

1 Alarm Abjuration Yes
1 Armor of Agathys Abjuration No
1 Arms of Hadar Conjuration No
1 Burning Hands Evocation No
1 Chromatic Orb Evocation No
1 Create or Destroy Water Transmut. No
1 Cure Wounds Abjuration* No
1 Divine Favor Evocation No
1 Ensnaring Strike Conjuration No
1 Entangle Conjuration No
1 Expeditious Retreat Transmut. No
1 Faerie Fire Evocation No
1 Feather Fall Transmut. No
1 Find Familiar Conjuration Yes
1 Fog Cloud Conjuration No
1 Goodberry Transmut. No
1 Grease Conjuration No
1 Guiding Bolt Evocation No
1 Hail of Thorns Conjuration No
1 Healing Word Abjuration* No
1 Hellish Rebuke Evocation No
1 Jump Transmut. No
1 Longstrider Transmut. No
1 Mage Armor Abjuration No
1 Magic Missile Evocation No
1 Protection from Evil and Good Abjuration No
1 Purify Food and Drink Transmut. Yes
1 Sanctuary Abjuration No
1 Shield Abjuration No
1 Searing Smite Evocation No
1 Shield of Faith Abjuration No
1 Tenser’s Floating Disk Conjuration Yes
1 Thunderous Smite Evocation No
1 Thunderwave Transmut.* No
1 Unseen Servant Conjuration Yes
1 Witch Bolt Evocation No
1 Wrathful Smite Evocation No

2 Aid Abjuration No
2 Alter Self Transmut. No
2 Arcane Lock Abjuration No
2 Barkskin Transmut. No
2 Blindness/Deafness Transmut.* No
2 Branding Smite Evocation No
2 Cloud of Daggers Conjuration No
2 Continual Flame Evocation No
2 Cordon of Arrows Transmut. No
2 Darkness Evocation No
2 Darkvision Transmut. No
2 Enhance Ability Transmut. No
2 Enlarge/Reduce Transmut. No
2 Find Steed Conjuration No
2 Flame Blade Evocation No
2 Flaming Sphere Evocation* No
2 Gust of Wind Evocation No
2 Heat Metal Transmut. No
2 Knock Transmut. No
2 Lesser Restoration Abjuration No
2 Levitate Transmut. No
2 Magic Weapon Transmut. No
2 Melf’s Acid Arrow Evocation No
2 Misty Step Conjuration No
2 Moonbeam Evocation No
2 Pass without Trace Abjuration No
2 Prayer of Healing Abjuration* No
2 Protection from Poison Abjuration No
2 Rope Trick Transmut. No
2 Scorching Ray Evocation No
2 Shatter Transmut.* No
2 Spider Climb Transmut. No
2 Spike Growth Transmut. No
2 Spiritual Weapon Evocation No
2 Warding Bond Abjuration No
2 Web Conjuration No

3 Aura of Vitality Abjuration* No
3 Beacon of Hope Abjuration No
3 Blinding Smite Evocation No
3 Blink Transmut. No
3 Call Lightning Conjuration No
3 Conjure Animals Conjuration No
3 Conjure Barrage Conjuration No
3 Counterspell Abjuration No
3 Create Food and Water Conjuration No
3 Crusader’s Mantle Evocation No
3 Daylight Evocation No
3 Dispel Magic Abjuration No
3 Elemental Weapon Transmut. No
3 Fireball Evocation No
3 Fly Transmut. No
3 Gaseous Form Transmut. No
3 Glyph of Warding Abjuration No
3 Haste Transmut. No
3 Hunger of Hadar Conjuration No
3 Leomund’s Tiny Hut Evocation Yes
3 Lightning Arrow Transmut. No
3 Lightning Bolt Evocation No
3 Magic Circle Abjuration No
3 Mass Healing Word Abjuration* No
3 Meld into Stone Transmut. Yes
3 Nondetection Abjuration No
3 Plant Growth Transmut. No
3 Protection from Energy Abjuration No
3 Remove Curse Abjuration No
3 Sleet Storm Conjuration No
3 Slow Transmut. No
3 Speak with Plants Transmut. No
3 Spirit Guardians Conjuration No
3 Stinking Cloud Conjuration No
3 Water Breathing Transmut. Yes
3 Water Walk Transmut. Yes
3 Wind Wall Evocation No

4 Aura of Life Abjuration No
4 Aura of Purity Abjuration No
4 Banishment Abjuration No
4 Conjure Minor Elementals Conjuration No
4 Conjure Woodland Beings Conjuration No
4 Control Water Transmut. No
4 Death Ward Abjuration No
4 Dimension Door Conjuration No
4 Evard’s Black Tentacles Conjuration No
4 Fabricate Transmut. No
4 Fire Shield Evocation No
4 Freedom of Movement Abjuration No
4 Giant Insect Transmut. No
4 Grasping Vine Conjuration No
4 Guardian of Faith Abjuration No
4 Ice Storm Evocation No
4 Leomund’s Secret Chest Conjuration No
4 Mordenkainen’s Faithful Hound Conjuration No
4 Mordenkainen’s Private Sanctum Abjuration No
4 Otiluke’s Resilient Sphere Evocation No
4 Polymorph Transmut. No
4 Staggering Smite Evocation No
4 Stone Shape Transmut. No
4 Stoneskin Transmut.* No
4 Wall of Fire Evocation No

5 Animate Objects Transmut. No
5 Antilife Shell Abjuration No
5 Awaken Transmut. No
5 Banishing Smite Abjuration No
5 Bigby’s Hand Evocation No
5 Circle of Power Abjuration No
5 Cloudkill Conjuration No
5 Cone of Cold Evocation No
5 Conjure Elemental Conjuration No
5 Conjure Volley Conjuration No
5 Destructive Wave Evocation No
5 Dispel Evil and Good Abjuration No
5 Flame Strike Evocation No
5 Greater Restoration Abjuration No
5 Hallow Abjuration* No
5 Insect Plague Conjuration No
5 Mass Cure Wounds Abjuration* No
5 Passwall Transmut. No
5 Planar Binding Abjuration No
5 Swift Quiver Transmut. No
5 Telekinesis Transmut. No
5 Teleportation Circle Conjuration No
5 Tree Stride Conjuration No
5 Wall of Force Evocation No
5 Wall of Stone Evocation No

You could make a worse list for artificers.

I think this is much clearer design. Decide which school a spell is in and then you know which class it is. Only one decision point, not 2 - or better 1 for each class with spells.

To that end, I'd actually rearrange the 3 Major Spell Lists via Level > School > Alphabetical. In the actual spell glossery they can be alphabetical, but on the spell lists I'd think it would make more sense to organize them more like this (taking just 1st level spells for sake of illustration):

ABJURATION SPELLS
1 Alarm Yes
1 Armor of Agathys No
1 Cure Wounds* No
1 Healing Word* No
1 Mage Armor No
1 Protection from Evil and Good No
1 Sanctuary Abjuration No
1 Shield Abjuration No
1 Shield of Faith Abjuration No

CONJURATION SPELLS
1 Arms of Hadar No
1 Ensnaring Strike No
1 Entangle No
1 Find Familiar Yes
1 Fog Cloud No
1 Grease No
1 Hail of Thorns No
1 Tenser’s Floating Disk Yes
1 Unseen Servant Yes

EVOCATION SPELLS
1 Burning Hands No
1 Chromatic Orb No
1 Divine Favor No
1 Faerie Fire No
1 Guiding Bolt No
1 Hellish Rebuke No
1 Magic Missile No
1 Searing Smite No
1 Thunderous Smite No
1 Witch Bolt No
1 Wrathful Smite No

TRANSMUTATION SPELLS
1 Create or Destroy Water No
1 Expeditious Retreat No
1 Feather Fall No
1 Goodberry No
1 Jump No
1 Longstrider No
1 Purify Food and Drink Yes
1 Thunderwave* No
 

Marandahir

Crown-Forester (he/him)
Hmmm, I could play this now by re-flavoring the Battle Smith's Steel Defender into a Flesh Defender. I might just have to go make one of those.
While I LOVE your comment above here, and that's a great example of reflavouring for the sake of a great concept, it also misses the point of what I was saying, which is that while yes, the story of the Modern Prometheus is directly the inspiration of Flesh Golems, the fiction that it's playing in is that of Necromancy. In any case, I'm all for various options, and it sounds like Necromancy is best saved with Artificers for a Specialist subclass.
 


Marandahir

Crown-Forester (he/him)
Part of the original flavour of the artificer was that they understood magic in a way that went beyond restrictions of arcane or divine, so it would be a good nod to those origins if their spell list was restricted by school but not by the arcane / divine / primal divisions.

That would be interesting, though I'd worry that it would then confuse the fiction of what Arcane Magic is, since that's supposed to be a catch all for everything not granted by Gods/Outer Planes or Nature/Inner Planes.
 

MarkB

Legend
That would be interesting, though I'd worry that it would then confuse the fiction of what Arcane Magic is, since that's supposed to be a catch all for everything not granted by Gods/Outer Planes or Nature/Inner Planes.
That was kind-of the point of them originally, though - it didn't matter what the source was originally, because Artificers were tinkering with magic on a more fundamental level, producing the same effect without necessarily using the same cause.
 

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