D&D General Full Caster Artificer +


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it might be interesting to see a fullcaster artificer where like, they have no spell list, but all their infusions have associated spells and they can expend slots to cast them, but they could also do that with the things like wands they find, using their own slots to cast the spells through the item.
 

it might be interesting to see a fullcaster artificer where like, they have no spell list, but all their infusions have associated spells and they can expend slots to cast them, but they could also do that with the things like wands they find, using their own slots to cast the spells through the item.
Right so like, any magic item is a focus for them, and their spell list is very small except the cantrips which is nearly wizardly.

Imagine if they can learn spells like a wizard but don't start with more than like 2 at level 1 and only learn 1 per level. Or they gain none on level up but can learn spells AND cantrips in adventuring, along with new inventions.

ANd even the spells they do know are flavored strongly as items that replicate spells or store them, requiring spellpowerr to activate. You aren't castinf fireball like a wizard, you are loading a conflagration bolt into your crossbow and shooting it after imbueing it with Fireball using a spell slot.

The artificer knows how to take a spell diagram, hack it, and create an empty version of it that they can charge with spell power.
 

ANd even the spells they do know are flavored strongly as items that replicate spells or store them, requiring spellpowerr to activate. You aren't castinf fireball like a wizard, you are loading a conflagration bolt into your crossbow and shooting it after imbueing it with Fireball using a spell slot.

The artificer knows how to take a spell diagram, hack it, and create an empty version of it that they can charge with spell power.
I wouldn't use 'spell slots' in that case.

How about just give them more Spell Storing Items? Like 1 for every spell level.

I.e.
1: Replicate Magic Spell. You craft a device capable of duplicating a spells effects. The items can be used by anyone, using your Int, but only recharged by you. If you create a second item, the first loses it's magic.
At the end of a long rest choose a level 1 spell from the Wizard's spell list and imbue it into an item. It has 2 charges and anyone can use it.
Durring a short rest, you can recharge 1 charge.

2: replicate magic item.

3: You can craft a 2nd item that holds a 2st level spell from the Wizard's spell list into an item.
It has 2 charges and anyone can use it. Durring a short rest, you can recharge 1 charge.

...

11: You can imbue a 6nd level spell into an item. It has 1 charge. It recharges after a long rest.

...

17: You can imbue a 9nd level spell into an item. It has 1 charge. It recharges after a long rest.


Slightly more limited uses, and a lot more limited on "prepared" spells still leaves room for temporary magic items and crafting.
 

I wouldn't use 'spell slots' in that case.

How about just give them more Spell Storing Items? Like 1 for every spell level.

I.e.
1: Replicate Magic Spell. You craft a device capable of duplicating a spells effects. The items can be used by anyone, using your Int, but only recharged by you. If you create a second item, the first loses it's magic.
At the end of a long rest choose a level 1 spell from the Wizard's spell list and imbue it into an item. It has 2 charges and anyone can use it.
Durring a short rest, you can recharge 1 charge.

2: replicate magic item.

3: You can craft a 2nd item that holds a 2st level spell from the Wizard's spell list into an item.
It has 2 charges and anyone can use it. Durring a short rest, you can recharge 1 charge.

...

11: You can imbue a 6nd level spell into an item. It has 1 charge. It recharges after a long rest.

...

17: You can imbue a 9nd level spell into an item. It has 1 charge. It recharges after a long rest.


Slightly more limited uses, and a lot more limited on "prepared" spells still leaves room for temporary magic items and crafting.
Because i also want to give them unique spells, to have some back and forth with charges and their own well of spell power, and not be a total non-starter for MC with other casters.

But, i do like you idea. No reason it cant just use spell slots, with a small number of slots.

But for a lot of spells, it is already quite easy to imagine them as imbueing magic into a thing.

More in a bit when im at my laptop.
 
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to have some back and forth with charges and their own well of spell power,
Don't see why you couldn't still do that with spell items.
Destroy a created item to recharge a spell item.
Because i also want to give them unique spells... and not be a total non-starter for MC with other casters.
Easy enough to fix.


Spells Prepared.
Prepare X spells from the Artificer spells list.

Replicate Magic: ...
At the end of a long rest choose a level 1 spell you have prepared and imbue it into an item. It has 2 charges and anyone can use it.
Durring a short rest, you can recharge 1 charge.


Now a Warlock/Artificer you can cast Artificer spells with "pact slots" or use Warlock spells in "item slots". And hand a robe of Armor of Agathys to the monk.

Tweak wording to allow for the other "can cast with slot" feats and such
 

Don't see why you couldn't still do that with spell items.
Destroy a created item to recharge a spell item.
That feels like it is adding complexity to arrive at the exact same place.
Easy enough to fix.


Spells Prepared.
Prepare X spells from the Artificer spells list.

Replicate Magic: ...
At the end of a long rest choose a level 1 spell you have prepared and imbue it into an item. It has 2 charges and anyone can use it.
Durring a short rest, you can recharge 1 charge.


Now a Warlock/Artificer you can cast Artificer spells with "pact slots" or use Warlock spells in "item slots". And hand a robe of Armor of Agathys to the monk.

Tweak wording to allow for the other "can cast with slot" feats and such
I don't know that I see the benefit, when you could just use spellcasting and allow charging items with spell slots and storing spells in items for others to use...which is all game mechanics tech that anyone who plays 5e will be reasonably familiar with, and get the same effective result.
 

The one think I love about Level Up's Artificer is the idea that you built unique devices you roll a die starting with a d4 and if you roll over the spell level then the spell activates and you can use an item again.
 


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