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I think they should add the Artificer, Aasimar, and Genasi
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<blockquote data-quote="tetrasodium" data-source="post: 9008814" data-attributes="member: 93670"><p>It's pretty good overall but there are a few things that feel -<em>off-</em> about it<em> in play</em>. Most of them some level from 5e'sfailure to include <a href="https://youtu.be/aO4kLG3Rovw?t=459" target="_blank">usable</a> crafting rules for it to hook into & the system math assuming no feats no magic weapons. You see similar with the extra spellslot that is called a scroll in the scribes wizard.</p><p>[spoiler="both halves of Infusions RAW"]</p><p>INFUSING AN ITEM</p><p>Whenever you finish a long rest, you can touch a </p><p>nonmagical object and imbue it with one of your </p><p>artificer infusions, turning it into a magic item. An </p><p>infusion works on only certain kinds of objects, as </p><p>specified in the infusion's description. If the item re</p><p>quires attunement, you can attune yourself to it the </p><p>instant you infuse the item. If you decide to attune to </p><p>the item later, you must do so using the normal pro</p><p>cess for attunement (see the attunement rules in the </p><p>[HR][/HR]</p><p>INFUSIONS KNOWN </p><p>When you gain this feature, pick four artificer in</p><p>fusions to learn, choosing from the "Artificer Infu</p><p>sions" section at the end of the class's description. </p><p>You learn additional infusions of your choice when </p><p>you reach certain levels in this class, as shown in </p><p>the Infusions Known column of the Artificer table. </p><p>Whenever you gain a level in this class, you can re</p><p>place one of the artificer infusions you learned with </p><p>a new one. </p><p>Dungeon Master's Guide). </p><p></p><p>[/spoiler]</p><p>It feels less like crafting than drawing a doodad from hammerspace. Instead of warlock invocation style swap they should have had an actual crafting system using gold & <a href="https://eberron.fandom.com/wiki/Dragonshard" target="_blank">dragonshards</a> or something rare that the GM could control & more of a journal (ie spellbook analog) that allowed them to learn to craft things. Free unlimited cast self scaling cantrips chargen to campaign end also eliminates the niche of someone who really delivers by crafting low level wands too.</p><p></p><p>The core elements (crafting & an <em>expectation</em> for magic items in system math) are lacking the foundational touchstone in the core rules for it to build off & it's not really possible for as mere class to add some of them back in after the fact without hacks like using the invocation style rather than hooking into a relevant system.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9008814, member: 93670"] It's pretty good overall but there are a few things that feel -[I]off-[/I] about it[I] in play[/I]. Most of them some level from 5e'sfailure to include [URL='https://youtu.be/aO4kLG3Rovw?t=459']usable[/URL] crafting rules for it to hook into & the system math assuming no feats no magic weapons. You see similar with the extra spellslot that is called a scroll in the scribes wizard. [spoiler="both halves of Infusions RAW"] INFUSING AN ITEM Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item re quires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal pro cess for attunement (see the attunement rules in the [HR][/HR] INFUSIONS KNOWN When you gain this feature, pick four artificer in fusions to learn, choosing from the "Artificer Infu sions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table. Whenever you gain a level in this class, you can re place one of the artificer infusions you learned with a new one. Dungeon Master's Guide). [/spoiler] It feels less like crafting than drawing a doodad from hammerspace. Instead of warlock invocation style swap they should have had an actual crafting system using gold & [URL='https://eberron.fandom.com/wiki/Dragonshard']dragonshards[/URL] or something rare that the GM could control & more of a journal (ie spellbook analog) that allowed them to learn to craft things. Free unlimited cast self scaling cantrips chargen to campaign end also eliminates the niche of someone who really delivers by crafting low level wands too. The core elements (crafting & an [I]expectation[/I] for magic items in system math) are lacking the foundational touchstone in the core rules for it to build off & it's not really possible for as mere class to add some of them back in after the fact without hacks like using the invocation style rather than hooking into a relevant system. [/QUOTE]
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I think they should add the Artificer, Aasimar, and Genasi
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