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Artillerist Artificer Houserule Idea
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<blockquote data-quote="Cap'n Kobold" data-source="post: 8524484" data-attributes="member: 6802951"><p>OK. Do you see this version of the turret being an attachment to an existing weapon, or do you create a weapon of your own design instead of the turret?</p><p>The ballista version is fairly intuitive, although 2d8 will allow a somewhat higher damage output than the original class. You could stick to 1d8 and then add addition damage with the arcane firearm at level 5.</p><p></p><p>Flamethrower could become a sort of "grenade launcher", producing a 10ft blast around where the arrow hits.</p><p>I'm not sure if there is a way to translate the protective turret. Maybe a different way of supporting your group. Like if you hit a target with the turret-weapon, their attacks do reduced damage for the round, or maybe increase incoming damage to them?</p><p></p><p> </p><p>Is the intent to cast more spells, or to get access to higher-level spells?</p><p>For more spells, you could maybe allow infusions to replicate wands and staves, or upping the power of the spell-storing item.</p><p>Higher-level spells are trickier to evaluate. You could create a baseline by comparing the power of a multiclass Artificer 1/Caster X on the basis that the power of the class shouldn't go below that. If you're going all the way to getting 9th level spells, it is probably easier to consider you a full caster in terms of power level and then converting back</p><p></p><p>Artificer gets subclass features at levels 3, 5, 9, and 15.</p><p>Maybe a 2nd level spell at 3, 3rd level at 5, 5th level at 9, and 7th level at 15, with each advance also giving another slot of each lower level.</p><p>Infusions increase in power at 2, 6, 10, 14. Those are less easy to fit that sort of progression in, unless you add another tier at maybe 18th level?</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 8524484, member: 6802951"] OK. Do you see this version of the turret being an attachment to an existing weapon, or do you create a weapon of your own design instead of the turret? The ballista version is fairly intuitive, although 2d8 will allow a somewhat higher damage output than the original class. You could stick to 1d8 and then add addition damage with the arcane firearm at level 5. Flamethrower could become a sort of "grenade launcher", producing a 10ft blast around where the arrow hits. I'm not sure if there is a way to translate the protective turret. Maybe a different way of supporting your group. Like if you hit a target with the turret-weapon, their attacks do reduced damage for the round, or maybe increase incoming damage to them? Is the intent to cast more spells, or to get access to higher-level spells? For more spells, you could maybe allow infusions to replicate wands and staves, or upping the power of the spell-storing item. Higher-level spells are trickier to evaluate. You could create a baseline by comparing the power of a multiclass Artificer 1/Caster X on the basis that the power of the class shouldn't go below that. If you're going all the way to getting 9th level spells, it is probably easier to consider you a full caster in terms of power level and then converting back Artificer gets subclass features at levels 3, 5, 9, and 15. Maybe a 2nd level spell at 3, 3rd level at 5, 5th level at 9, and 7th level at 15, with each advance also giving another slot of each lower level. Infusions increase in power at 2, 6, 10, 14. Those are less easy to fit that sort of progression in, unless you add another tier at maybe 18th level? [/QUOTE]
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