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Changing the Artificer from Unearthed Arcana PEACH
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<blockquote data-quote="Mercule" data-source="post: 6896600" data-attributes="member: 5100"><p>The three sub-classes of Artificer should be, IMO:</p><p></p><p>* Crafter: Builds "real" magic items, from <em>everburning torches</em> to <em>holy avengers</em>. This is the most obvious, but also most difficult to do. I always hated the XP-for-items system in 3E, but it at least had a balance point. 5E doesn't really even have a crafting system, so I have no clue where to even start.</p><p></p><p>* Field Tinkerer: Applies useful, but short-lived effects to items. This is the most likely build to be used in a typical D&D party. I'd use mechanics like allowing another PC, even a Fighter or Rogue, to use their "concentration slot" to hold a spell that the Artificer would otherwise have to maintain concentration on. Alternatively, certain effects could be maintained on unusual targets and/or without concentration (i.e. <em>magic weapon</em> on the Ranger's bow) by "locking in" a spell slot; that would work very well with the Warlock short-rest mechanic for balance.</p><p></p><p>* Maker or Binder: Someone focused on constructs, golems, and even lightning rails and flying ships. This <u>could</u> be useful to adventurers, but it has a lot of peril. Kind of like the Beast Master, it would have to find the right balance point. There would also need to some new minor constructs created or the low levels would be painfully non-thematic. These guys would probably have a homoculous as a pet, and have a number of Infusions available to tweak the build.</p></blockquote><p></p>
[QUOTE="Mercule, post: 6896600, member: 5100"] The three sub-classes of Artificer should be, IMO: * Crafter: Builds "real" magic items, from [I]everburning torches[/I] to [I]holy avengers[/I]. This is the most obvious, but also most difficult to do. I always hated the XP-for-items system in 3E, but it at least had a balance point. 5E doesn't really even have a crafting system, so I have no clue where to even start. * Field Tinkerer: Applies useful, but short-lived effects to items. This is the most likely build to be used in a typical D&D party. I'd use mechanics like allowing another PC, even a Fighter or Rogue, to use their "concentration slot" to hold a spell that the Artificer would otherwise have to maintain concentration on. Alternatively, certain effects could be maintained on unusual targets and/or without concentration (i.e. [I]magic weapon[/I] on the Ranger's bow) by "locking in" a spell slot; that would work very well with the Warlock short-rest mechanic for balance. * Maker or Binder: Someone focused on constructs, golems, and even lightning rails and flying ships. This [U]could[/U] be useful to adventurers, but it has a lot of peril. Kind of like the Beast Master, it would have to find the right balance point. There would also need to some new minor constructs created or the low levels would be painfully non-thematic. These guys would probably have a homoculous as a pet, and have a number of Infusions available to tweak the build. [/QUOTE]
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