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Artillerist Artificer Houserule Idea
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<blockquote data-quote="doctorbadwolf" data-source="post: 8524561" data-attributes="member: 6704184"><p>Ah, okay, I didn't make the intention clear enough. The Arcane Accelerator would be added to the list of options for the form the cannon (not turret) takes when you make/activate it, it wouldn't replace any of them or change how they work. So you'd have </p><p></p><p>Walking Cannon (the turret option)</p><p></p><p>Handheld cannon (basically a second magic pistol. Works for anyone whowants to have two guns)</p><p></p><p>Flamethrower turret</p><p></p><p>Shield generator</p><p></p><p>Arcane Accelerator (adds damage and range to ranged weapon attacks of the weapon it is attached to)</p><p></p><p>And then at level 5 Arcane Firearm let's you choose a weapon or a focus. If you choose weapon, you can use it as a focus for spells, but if you make ranged weapon attack with it, you can add 1d8 force damage to your attacks.</p><p></p><p>Higher level spells, mostly. There are a strong handful of 6+ spells that really feel like good artificers spells.</p><p></p><p>I think more spell-replicating infusions would help, perhaps simply looking into scrolls and spell tattoos and such. Bringing the avialability level of the tattoos down a bit might be a good way to go.</p><p></p><p>Yeah I think your idea below is a good way to avoid full "full-caster" status while still getting access to those spells.</p><p></p><p>I really like this.</p><p></p><p>It might be worth it to add 1 infusion per tier, intead of directly adding more spellcasting, but make it a special kind of infusion that lets you do it's thing once a day? Like you get your infusions, and then also get...Spell Infusions idk. </p><p></p><p>Though I do think that they just need more infusions overall. Especially inearly levels. IMO you wait too long for a third infusion, and never quite have enough of them.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8524561, member: 6704184"] Ah, okay, I didn't make the intention clear enough. The Arcane Accelerator would be added to the list of options for the form the cannon (not turret) takes when you make/activate it, it wouldn't replace any of them or change how they work. So you'd have Walking Cannon (the turret option) Handheld cannon (basically a second magic pistol. Works for anyone whowants to have two guns) Flamethrower turret Shield generator Arcane Accelerator (adds damage and range to ranged weapon attacks of the weapon it is attached to) And then at level 5 Arcane Firearm let's you choose a weapon or a focus. If you choose weapon, you can use it as a focus for spells, but if you make ranged weapon attack with it, you can add 1d8 force damage to your attacks. Higher level spells, mostly. There are a strong handful of 6+ spells that really feel like good artificers spells. I think more spell-replicating infusions would help, perhaps simply looking into scrolls and spell tattoos and such. Bringing the avialability level of the tattoos down a bit might be a good way to go. Yeah I think your idea below is a good way to avoid full "full-caster" status while still getting access to those spells. I really like this. It might be worth it to add 1 infusion per tier, intead of directly adding more spellcasting, but make it a special kind of infusion that lets you do it's thing once a day? Like you get your infusions, and then also get...Spell Infusions idk. Though I do think that they just need more infusions overall. Especially inearly levels. IMO you wait too long for a third infusion, and never quite have enough of them. [/QUOTE]
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