D&D General Full Caster Artificer +


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Yesterday i wrote up an Armamentor subclass.

Level 3 - armamentor spells, tools, and then

Arcane Armaments - basically you make arcane firearms, fitting one of four loadouts. armaments are magical martial weapons with which you become proficent when you craft them. They use int for attack and damage, deal elemental damage chosen when crafted, and each has its own damage, range, and properties.

Wandslingers dual weild arcane pistols, which are 1d6, 60/150ft, light, quick.
Quick wapons can be drawn and stowed with an attack regardless of what elze ypu do that turn, and add prof bonus to first hit against target that hasnt acted in combat.

Dragoon uses a pistol and a light melee weapon which uses the damage die and properties of an existing light melee weapon.

Trench Fighter uses an Eldritch cannon which is heavy, d10, 90/200, blasting. Blasting means ypu can toggle it from that to a d6 blast with a range of 10/20. Targets in the long range have advantage on the saving throw.

Sharpshooter uses a Lightning Rifle which is d8, 150/320, heavy, aiming
Aiming lets you take a bonus action to ignore long range penalty and deal an extra die of damage on your next hit.

Level 6 gets extra attack, ability to make an attack as a bonus action when you cast a cantrip, and you can choose an upgrade for your armament (i know its a lot but putting any of it off to level 9 sucks)

Level 9 a second arament with its own upgrade and each of your armaments deal 1d8 extra damage 1/turn

Level 13 each armament gets a second upgrade slot

Level 17 im stuck on tbh. mayne your main armament gets a level 1 spell at-will based on the type?

I kinda am tempted to get rid of getting secondary armaments, but letting you make them as normal Inventions if you want, and doing more unique features as you level, alongside the upgrades.

Or maybe the upgrades are Inventions, your armaments each have an Invention slot from level 3, so that level 5 can just be bladesinger style extra attack, level 9 can be harder hitting and some sort of smallish style feature based on your Armament, 13 can be a second invention slot, and 17 can make your armament into a legendary item.
 

What is the goal of full casting? I'm not challenging the + premise, just clarifying what kind of change you want. Is it more flexibility? More top end power? More oomph in tier 2?
 

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