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D&D Releases Playtest for Updated Artificer
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<blockquote data-quote="Nord Ronnoc" data-source="post: 9537202" data-attributes="member: 7048045"><p>Overall, I would say the Artificer in UA is going in a pretty good direction. That doesn't mean that there isn't room for improvement. On top of my head, I would love to see the following changes after UA:</p><ul> <li data-xf-list-type="ul">More Replicate Magical Item plans known (up to 12).</li> <li data-xf-list-type="ul">Good idea with Magical Tinkering since many mundane items now have mechanical uses, but why are vials, bedrolls, and blankets included? The latter two usages would only work after finishing a long rest.</li> <li data-xf-list-type="ul">Being able to choose staffs and rods for Replicate Magical Item.</li> <li data-xf-list-type="ul">Options for +2 armor, shield, and wand of the war mage at level 10.</li> <li data-xf-list-type="ul">Apply that d6 from Soul of Artifice to saving throws more than once per turn along with expending any Replicated Magic Item, not just Uncommon and Rare magic items.</li> <li data-xf-list-type="ul">The time boost to crafting for Artillerists should apply to rods and staffs and poisons for Alchemists.</li> <li data-xf-list-type="ul">Like Artillerists and Armorers, Battle Smiths should have a magic weapon as their spellcasting focus.</li> <li data-xf-list-type="ul">Tweak the Homunculus Servant spell so it'll be less punishing should its HP goes to 0, such as not consuming the gem used for the spell.</li> <li data-xf-list-type="ul">Artificers should be able to bypass class limitations on attuning certain magic items at level 14 like before.</li> <li data-xf-list-type="ul">When it comes to wands, weapons, armor, shields, and maybe even staffs for the Replicate Magical Item feature, I think you still need a regular version of that item for balance's sake.</li> <li data-xf-list-type="ul">For Right Tool for the Job, perhaps making the artisan's tools last longer, such as 8 hours, might make it more viable. On the other hand, there's the All-Purpose Tool.</li> <li data-xf-list-type="ul">Add Locate Object, Counterspell, and Remove Curse to the Artificer's spell list. Not having Locate Object especially is a missed opportunity.</li> </ul></blockquote><p></p>
[QUOTE="Nord Ronnoc, post: 9537202, member: 7048045"] Overall, I would say the Artificer in UA is going in a pretty good direction. That doesn't mean that there isn't room for improvement. On top of my head, I would love to see the following changes after UA: [LIST] [*]More Replicate Magical Item plans known (up to 12). [*]Good idea with Magical Tinkering since many mundane items now have mechanical uses, but why are vials, bedrolls, and blankets included? The latter two usages would only work after finishing a long rest. [*]Being able to choose staffs and rods for Replicate Magical Item. [*]Options for +2 armor, shield, and wand of the war mage at level 10. [*]Apply that d6 from Soul of Artifice to saving throws more than once per turn along with expending any Replicated Magic Item, not just Uncommon and Rare magic items. [*]The time boost to crafting for Artillerists should apply to rods and staffs and poisons for Alchemists. [*]Like Artillerists and Armorers, Battle Smiths should have a magic weapon as their spellcasting focus. [*]Tweak the Homunculus Servant spell so it'll be less punishing should its HP goes to 0, such as not consuming the gem used for the spell. [*]Artificers should be able to bypass class limitations on attuning certain magic items at level 14 like before. [*]When it comes to wands, weapons, armor, shields, and maybe even staffs for the Replicate Magical Item feature, I think you still need a regular version of that item for balance's sake. [*]For Right Tool for the Job, perhaps making the artisan's tools last longer, such as 8 hours, might make it more viable. On the other hand, there's the All-Purpose Tool. [*]Add Locate Object, Counterspell, and Remove Curse to the Artificer's spell list. Not having Locate Object especially is a missed opportunity. [/LIST] [/QUOTE]
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