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Artificer (Wizard Subclass)
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<blockquote data-quote="fuindordm" data-source="post: 6388699" data-attributes="member: 5435"><p>So here's what I was thinking in designing the subclass. </p><p></p><p>I have played an Artificer in 3rd edition, and DMed for an artificer PC. And to me, the original class had two features that were just too versatile to be carried over: the Spell Storing Item infusion, and the ability to make weapons into Bane weapons (even temporarily) at low level. So I didn't try to put those in. If the character wants access to non-wizard spells, I don't think it's unreasonable to ask them to gain levels in another class.</p><p></p><p>Magic item creation is very important to the class, and if PCs are able to create magic items they should probably have an advantage. But it need not be a large one, and it might be more easily relegated to the downtime rules, meaning that it takes them less time and/or money than a full wizard. </p><p></p><p>The 6th level power basically gives them the ability to hold 2 concentration spells at the same time, once a day. It's powerful but I hope not game-breaking to give 2 buffs instead of one, once per day, and it's good for a support class.</p><p></p><p>The 10th level power finally boosts their potential with attack spells, supporting the wandificer archetype with minor metamagic. I think this ability might actually be too weak, since you're basically charging two spell slots for a minor bonus.</p></blockquote><p></p>
[QUOTE="fuindordm, post: 6388699, member: 5435"] So here's what I was thinking in designing the subclass. I have played an Artificer in 3rd edition, and DMed for an artificer PC. And to me, the original class had two features that were just too versatile to be carried over: the Spell Storing Item infusion, and the ability to make weapons into Bane weapons (even temporarily) at low level. So I didn't try to put those in. If the character wants access to non-wizard spells, I don't think it's unreasonable to ask them to gain levels in another class. Magic item creation is very important to the class, and if PCs are able to create magic items they should probably have an advantage. But it need not be a large one, and it might be more easily relegated to the downtime rules, meaning that it takes them less time and/or money than a full wizard. The 6th level power basically gives them the ability to hold 2 concentration spells at the same time, once a day. It's powerful but I hope not game-breaking to give 2 buffs instead of one, once per day, and it's good for a support class. The 10th level power finally boosts their potential with attack spells, supporting the wandificer archetype with minor metamagic. I think this ability might actually be too weak, since you're basically charging two spell slots for a minor bonus. [/QUOTE]
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