Zardnaar
Legend
Wow, I did not know that! I just looked it up! Player options: Spells & Magic. I'm pretty sure I have that book, but never made the connection.
I have skill focus: obscure D&D lore.
Wow, I did not know that! I just looked it up! Player options: Spells & Magic. I'm pretty sure I have that book, but never made the connection.
See i would consider the Alchemist in Dragon magazine 2 for original d&d to be the first artificer in spirit if not in name.I have skill focus: obscure D&D lore.
So.. full regular slots, but instead of prepared spells they get prepared items?I will clarify...
The idea is to give the artificer a limited form of full casting, much like the warlock but rather than having very few spell slots the artificer has multiple features that can be fueled by spell slots, and does not get the ability to burn class features to gain spell slots.
My preference is to have both prepared spells and items, and spell slots can fuel both. Because there is no reason to create an item to cast absorb elements when you can just cast absorb elements.So.. full regular slots, but instead of prepared spells they get prepared items?
Prepared Items
At the end of a long rest you can select X of the following items. Use your Int for attacks and saves with the items.
Way more than warlock invocations, if you want to replace spells with it rather than adding them on top of spells.Auto-Canon: Fire homing darts.
At-Will: Deal 1d4 damage to a target in range, increasing by 1d4 every 2 artificer levels.
Rapid Fire: expend a spell slot to attack each creature it into a cone or a line. The size depends on the slot spent.
Grenade
At-will: toss the grenade to cause an explosion for 2d6 force damage in a 10' burst with a Dex save for half. The grenade remains inactive until you (and only you) spend a bonus action to rearm it. The damage increases by 1d6 per 2 artificer levels.
Inferno Grenade: expend a spell slot when you toss the grenade, and it creates a zone of fire for 1 minute. Any creature that ends it's turn in the zone takes 1d6 fire damage times the spell level spent.
You'd need to write a lot of those, but no more than warlock invocations.
Then what would items do that spells wouldn't?My preference is to have both prepared spells and items, and spell slots can fuel both. Because there is no reason to create an item to cast absorb elements when you can just cast absorb elements.
that will largely be where the bulk of any new mechanics and effects live, as well as stuff that makes sense to be passively permanent, and 'meta' effects that change how spells and oyher features work.Then what would items do that spells wouldn't?
seems like a good idea,but please no.I've replaced flash of genius with Helpful Mastery
When you help another character with a task such as crafting that benefits from multiple participants, your help counts as if you were two people.
When an ally fails a d20 test while within 20ft of you [this will scale later on down the road to 30ft at level 9, and then 60ft at level 15], you can use the Help Action as a Reaction to allow that ally to reroll the d20 test.
You can do so a number of times equal to your Intelligence Modifier (minimum 1), and regain all uses when you complete a short or long rest. You can also regain a single use of this ability by spending a spell slot.
At level 11 you gain another ability that lets you add your Int mod to a check that you Help an ally with.
This will be the only base class feature that isn't a spell that is oriented to support, and should be all the class needs for support.