Artificer Class 5e Homebrew

I don't believe there is a balance issue with skills and tool sets as long as every character is able to choose any skill/tool set via background options. The rogue shines not by being able to choose a tool set, it's the expertise option where the rogue (and the bard) is able to be better than most in two of its skills.
 

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I changed the Infusion progression and added a situational fluff ability called Artifact Affinity to get rid of all dead levels. Feel free to provide more feedback to the class, and maybe together we can create a fun, balanced, flavorful Artificer class for 5e!
 

I came back to reread your homebrew, and it turns out, you glossed over how their infusions actually work. Like Warlocks have a passage in their class description about their Invocations. You need to include something similar.
 


I'm getting ready to play an artificer in a game coming up and I've seen a ton of different ones around. This one seems really interested and I'm wondering if anyone had gotten a chance to play with it since this thread died and if it works well in actual play?
 

I'm getting ready to play an artificer in a game coming up and I've seen a ton of different ones around. This one seems really interested and I'm wondering if anyone had gotten a chance to play with it since this thread died and if it works well in actual play?

I've only gotten to play a Dwarven Battle Engineer at first level. The only concern my DM has is that at first level, I had essentially 4 spell slots per long rest from any class (+3 Int mod + 1 Level) while a wizard has 3 max (Arcane Recovery on short rest). So the Artificer starts really strong for the first two levels, but begins to even out by level 3 because full casters get 2nd level spells and 6 spell slots, equal to an Artificer who gets 6 craft reserve with a +3 int mod, and those can only be first level spells from any spell list. So keep that in mind. Anyway, I would love more feedback so if you use it, let me know what you think!
 
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Okay I, too, am looking to add this class to my campaign. I love everything, however I am very confused about Potion and item schematics.

Now, schematics binder reads:

"Schematics Binder
You have a schematics binder, which contains magical blueprints related to linking magic to objects. At first level it contains detect magic, identify, and three 1st level spells from any class. Schematic types are Potion Schematic, Spell Schematic, Item Schematic."

And Concoct Potions:
As part of a short rest, if you have a vial of water and a component pouch available, spend one or more points of craft reserve to create one magic potion (see below). The type of potions you can create are limited by your artificer level and whether or not it is listed as a potion schematic in your schematics binder. Potions last until consumed or destroyed.

To me this reads that at level 1, and each level after, I am gaining spells for Scroll Schematics. But I never get Potion or Item schematics. Unless I'm reading it wrong, and I should take Magic Missile (scroll schematic), Potion of Healing (potion schematic) and Spark Rod (common item schematic)?

Or am I totally off my rocker.
 

Awesome! Let me know how it goes and any feedback you have for the class!

To answer your question, the Exquisite Crafter feature allows you to get schematics. In hindsight, I probably should put that feature before Concoct Potions and Write Scrolls. The feature states: "Choose 1 common magic item and learn its schematic (Potion, Scroll, or Item schematic). You learn this schematic and can use it to craft the specified item in your downtime. For every artificer level gained after 1st, you can gain an additional schematic equal or lower to the rarity specified in the Artificer table."

Hope you enjoy the class!
 

Excellent. So, level 1, 3 scroll schematics and then one bonus schematic of either scroll, potion, or item. Gain addition scroll + scroll, potion, or item At each level after?

If so, it's perfectly balanced.
 


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