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Artificer Class, Revised: Rip Me A New One
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<blockquote data-quote="RealAlHazred" data-source="post: 6749819" data-attributes="member: 25818"><p><strong>Originally posted by renevq:</strong></p><p></p><p>I was pretty unimpressed with the unearthed arcana take on the artificer, and wanted to do my own take on it. I had a certain Idea in my mind, but with difficulty in putting it to paper. Browsing through the forums for inspiration, I came upon this. It was exactly what I wanted to make, only better. Love the implementation, the mechanics and the feel of the class. My hat's off to you. If I may give some minor suggestions:</p><p>The 14th level ability could be something like when casting a spell with a casting time of 1 minute may spend craft reserve equal to spell level to cast as a bonus action. </p><p>For the golemist guild, give the homunculus the ability to assist in the creation of magic items a la 3e Dedicated Wright (would work as an aditional character but may assist only you). </p><p>There are also 2 3e archetypes (at least which I found very unique and cool) which I would add:</p><p> - Renegade Mastermaker (some overlap with Spellforger's Guild)</p><p> 3rd: Battlefist: Counts as weapon you are proficient with and you cannot be disarmed. Counts as magical for bypassing resistance. 1d8 bludgeoning damage, increases to 1d10 at 17th. May use warforged components (assuming the will eventually come out)</p><p> 6th: Extra Attack</p><p> 11th: Self Repair: As a bonus action, may spend craft reserve to heal 1d6 per point spent. May also be target of repair/inflict damage, at half effect.</p><p> 17th: Armor Plating: Gain +1 to AC, and resistance to nonmagical slashing, piercing and bludgeoning damage.</p><p> - Cannith Wand Adept (Must be member of house Cannith)</p><p> 3rd: Wand Focus: You gain a +1 to spell attack rolls with spells cast from wands. Also, a spell from a wand has a save DC, you may use your own if it is higher.</p><p> 6th: Dual Wand Wielding: If you are wielding a wand in each hand, you may spend 1d4 charges on each wand to use both as part of the same action. If this causes the wand to use more charges than it has left, it does not work; instead it explodes, dealing 2d6 per charge it goes under 0 in a 20 foot radius centered on you (Dex save equal to your Spell Save DC). You get no save.</p><p> 11th: Siphon Charge: When making an Attack Roll, Ability Check or Save, you may spend 1 charge from a wand you are wielding to give yourself advantage on the roll.</p><p> 17th: Wand Mastery: After a short or long rest, choose a wand you have in your possesion. It gains 1 charge.</p></blockquote><p></p>
[QUOTE="RealAlHazred, post: 6749819, member: 25818"] [b]Originally posted by renevq:[/b] I was pretty unimpressed with the unearthed arcana take on the artificer, and wanted to do my own take on it. I had a certain Idea in my mind, but with difficulty in putting it to paper. Browsing through the forums for inspiration, I came upon this. It was exactly what I wanted to make, only better. Love the implementation, the mechanics and the feel of the class. My hat's off to you. If I may give some minor suggestions: The 14th level ability could be something like when casting a spell with a casting time of 1 minute may spend craft reserve equal to spell level to cast as a bonus action. For the golemist guild, give the homunculus the ability to assist in the creation of magic items a la 3e Dedicated Wright (would work as an aditional character but may assist only you). There are also 2 3e archetypes (at least which I found very unique and cool) which I would add: - Renegade Mastermaker (some overlap with Spellforger's Guild) 3rd: Battlefist: Counts as weapon you are proficient with and you cannot be disarmed. Counts as magical for bypassing resistance. 1d8 bludgeoning damage, increases to 1d10 at 17th. May use warforged components (assuming the will eventually come out) 6th: Extra Attack 11th: Self Repair: As a bonus action, may spend craft reserve to heal 1d6 per point spent. May also be target of repair/inflict damage, at half effect. 17th: Armor Plating: Gain +1 to AC, and resistance to nonmagical slashing, piercing and bludgeoning damage. - Cannith Wand Adept (Must be member of house Cannith) 3rd: Wand Focus: You gain a +1 to spell attack rolls with spells cast from wands. Also, a spell from a wand has a save DC, you may use your own if it is higher. 6th: Dual Wand Wielding: If you are wielding a wand in each hand, you may spend 1d4 charges on each wand to use both as part of the same action. If this causes the wand to use more charges than it has left, it does not work; instead it explodes, dealing 2d6 per charge it goes under 0 in a 20 foot radius centered on you (Dex save equal to your Spell Save DC). You get no save. 11th: Siphon Charge: When making an Attack Roll, Ability Check or Save, you may spend 1 charge from a wand you are wielding to give yourself advantage on the roll. 17th: Wand Mastery: After a short or long rest, choose a wand you have in your possesion. It gains 1 charge. [/QUOTE]
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