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General Tabletop Discussion
*Dungeons & Dragons
Ideas for an Artificer class
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<blockquote data-quote="doctorbadwolf" data-source="post: 6782938" data-attributes="member: 6704184"><p>Here's what I have so far, and I think it will turn out to be a great arti:</p><p></p><p></p><p>Use either Bard of Warlock as the structural basis (using an existing classes structure is just easier and faster, and really loses nothing) </p><p></p><p>Basic premise: The Artificer uses spell slots to imbue spells into objects. The limit is based on spell slots, rather than anything arbitrary like x/day or whathaveyou. Cantrips can be done at will, but have to used right away or they expire. Other spells expire when their duration would normally run out, probably. Maybe class features to make one or two last longer, or use higher spell slots to make them last longer. Later level feature to eventually spend downtime permanently imbuing an object with a spell. </p><p></p><p>So, you can make the ranger's sword cast Greenflame Blade if you really want, but it uses your action to do so, and it doesn't last long enough to say, imbue the sword at the start of the day, and have it stay imbued till you find something to stab, maybe cantrips only last 1 minute? Less? I'll work that out as I work out the other details. </p><p></p><p>This also allows you to make temporary potions, that turn inert pretty quick. How long they last could depend on spell slot level with potions, so you can make healing infusions like previous artificers, perhaps even choosing a couple spells that you can make into potions as a bonus action. </p><p></p><p>The other way this can be used is to imbue temporary life into constructs, using spells of summoning perhaps, or by burning spell slots, with a short list of constructs you can make that gets cooler at later levels. Pretty limited, though, nothing that can wreck a fight or anything on it's own. unless you go the route of the battle engineer, that is. </p><p></p><p>Subclass options: </p><p></p><p>Battle Engineer. You are THE master Maker. Your constructs last longer, are more durable, and can be imbued with specific spells rather than just burning blank spell slots. </p><p></p><p>Alchemist: Makes potions more easily, those potions can last longer, can be boosted in effect. </p><p></p><p>Haven't figured out a third yet, but I know it's there. Maybe a subclass with expanded spell list and/or access to ritual versions of other class spells? And anyway, plenty of classes start out with just two. </p><p></p><p>So, thoughts on this very first drafty set of concepts for an Artificer class? </p><p></p><p>THoughts on what it's spell list should look like? I'm thinking a mix similar to the Bard, but with a much different tone. </p><p></p><p>Oh, and perhaps a choice somewhere in there for being a melee combatant or a ranged, with some cool crossbow thing? could be a cool version of the arcane archer pretty easily.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 6782938, member: 6704184"] Here's what I have so far, and I think it will turn out to be a great arti: Use either Bard of Warlock as the structural basis (using an existing classes structure is just easier and faster, and really loses nothing) Basic premise: The Artificer uses spell slots to imbue spells into objects. The limit is based on spell slots, rather than anything arbitrary like x/day or whathaveyou. Cantrips can be done at will, but have to used right away or they expire. Other spells expire when their duration would normally run out, probably. Maybe class features to make one or two last longer, or use higher spell slots to make them last longer. Later level feature to eventually spend downtime permanently imbuing an object with a spell. So, you can make the ranger's sword cast Greenflame Blade if you really want, but it uses your action to do so, and it doesn't last long enough to say, imbue the sword at the start of the day, and have it stay imbued till you find something to stab, maybe cantrips only last 1 minute? Less? I'll work that out as I work out the other details. This also allows you to make temporary potions, that turn inert pretty quick. How long they last could depend on spell slot level with potions, so you can make healing infusions like previous artificers, perhaps even choosing a couple spells that you can make into potions as a bonus action. The other way this can be used is to imbue temporary life into constructs, using spells of summoning perhaps, or by burning spell slots, with a short list of constructs you can make that gets cooler at later levels. Pretty limited, though, nothing that can wreck a fight or anything on it's own. unless you go the route of the battle engineer, that is. Subclass options: Battle Engineer. You are THE master Maker. Your constructs last longer, are more durable, and can be imbued with specific spells rather than just burning blank spell slots. Alchemist: Makes potions more easily, those potions can last longer, can be boosted in effect. Haven't figured out a third yet, but I know it's there. Maybe a subclass with expanded spell list and/or access to ritual versions of other class spells? And anyway, plenty of classes start out with just two. So, thoughts on this very first drafty set of concepts for an Artificer class? THoughts on what it's spell list should look like? I'm thinking a mix similar to the Bard, but with a much different tone. Oh, and perhaps a choice somewhere in there for being a melee combatant or a ranged, with some cool crossbow thing? could be a cool version of the arcane archer pretty easily. [/QUOTE]
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