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Artificer Class 5e Homebrew
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<blockquote data-quote="Shrimpboy107" data-source="post: 6670110" data-attributes="member: 6794809"><p>After thinking about it, I'm not entirely sure if the intelligence modifier amount of uses is really that strong. Starting at level 2, an Artificer must give up one of his two infusions (more than likely the other one being used on Augmentation), which severely limits some versatility because of the other perks the infusions can offer. If an Artificer starts with an int mod of 20, that's the only way he will have a remarkably bigger amount of uses than a level 2 spellcaster of an equal level. However, Repair Construct does not get + modifier to health regained like actual healing spells do. A cleric of 3rd level would get to heal 1d8+5 hit points 3 times, average of 28.5 hit points (more if life cleric). An Artificer would get 5 uses of 1d8 hit points, for an average of 22.5 hit points. And considering the Artificer's infusion would only work on any warforged in the party and any random constructs you come across at that level while the cleric's can affect almost anyone in the world, I feel the ability isn't really that strong with int mod uses.</p></blockquote><p></p>
[QUOTE="Shrimpboy107, post: 6670110, member: 6794809"] After thinking about it, I'm not entirely sure if the intelligence modifier amount of uses is really that strong. Starting at level 2, an Artificer must give up one of his two infusions (more than likely the other one being used on Augmentation), which severely limits some versatility because of the other perks the infusions can offer. If an Artificer starts with an int mod of 20, that's the only way he will have a remarkably bigger amount of uses than a level 2 spellcaster of an equal level. However, Repair Construct does not get + modifier to health regained like actual healing spells do. A cleric of 3rd level would get to heal 1d8+5 hit points 3 times, average of 28.5 hit points (more if life cleric). An Artificer would get 5 uses of 1d8 hit points, for an average of 22.5 hit points. And considering the Artificer's infusion would only work on any warforged in the party and any random constructs you come across at that level while the cleric's can affect almost anyone in the world, I feel the ability isn't really that strong with int mod uses. [/QUOTE]
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