D&D 5E Making the UA Artificer a full caster

Crioni

First Post
Okay, so the title explains it pretty well. I really like the UA Artificer, but I want to experiment with making it into a full caster. My basic starting point is that they would keep alchemist/gunsmith attacks and abilities, so they won't have any cantrips. Otherwise they will have fairly normal spell progression, with known spells somewhere between Sorcerer and Wizard, and probably no access to direct damage spells. Additionally, I'm definitely getting rid of the mechanical servant.

So, based on that, what else would you guys suggest getting rid of or nerfing to make this balanced? (It's okay if it comes out a touch OP, just nothing crazy.)
 

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I would drop their respective Thunder Cannon/Alchemy abilities down in power somewhat as a baseline, but perhaps allow spell slots to be spent to make a much more powerful attack with them.

Perhaps also require their class-based magic items to be maintained using a spell slot 'assigned' to that item.
 

You'd have to drop their basic attacks down to the level of cantrips. They can be beefy cantrips, but they'd have to be cantrips. I'd get rid of their companion as well.


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I would drop their respective Thunder Cannon/Alchemy abilities down in power somewhat as a baseline, but perhaps allow spell slots to be spent to make a much more powerful attack with them.

Perhaps also require their class-based magic items to be maintained using a spell slot 'assigned' to that item.

I agree with part 1, disagree with part 2.

Definitely decrease the damage output of their at will abilities, but allow boosting with spell slots.

Drop the companion, as the OP already says, although I might add it back in as a Wondrous Invention option, perhaps even with a lower level Find Familiar power level option as well.

I don't see any need to strictly avoid direct damage spells on their spell list, if you to the first part.

Give all Artificers Mending, and 1 other cantrip, from a list that doesn't include any of the powerful attack cantrips.

I think that's all ya need.
 

You'd have to dump the class features at 3, 5, 7, 9, 11, 13, 15, and 17. When you get new levels of spells. So you need to strip out four class features.
Likely mechanical servant and wondrous invention. And likely one from the subclasses.
 

You'd have to dump the class features at 3, 5, 7, 9, 11, 13, 15, and 17. When you get new levels of spells. So you need to strip out four class features.
Likely mechanical servant and wondrous invention. And likely one from the subclasses.

Remove wondrous invention and put out the class with new magic item creation rules for PCs.

But, I want the Artificer to be a half-caster. We don't have an arcane Half-Caster.


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Remove wondrous invention and put out the class with new magic item creation rules for PCs.

But, I want the Artificer to be a half-caster. We don't have an arcane Half-Caster.


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IMO, the class isn't worthwhile as an iteration of the Artificer without wondrous invention. Ditch that, and you may as well start from scratch. The artificer has to be better at making magic items than other PCs.

Ditch the companion, downgrade some of the damage output of the subclass features, and be careful of the spell list.

Sorted.
 


I was working on an Artificer that basically has full casting with a lot of support spells, elemental spells, and some conjugations, and then a feature like wondrous invention crossed with warlock Invocations, a favored tool sort of feature, where you choose either a pet, a high tech crossbow, or a high tech gentlemans cane, all three of which can be customized, and some inventions provide more powerful customizations, and then some subclasses.

So, basically, warlock chassis, with classic spell casting, and the ability to infuse a spell into an object, using the artificers spell slots, etc.

I may do a rework using elements of the UA version.
 

I think the class is under-powered (with an odd spike of power due to the companion for a few levels), but full spell-caster would be over-correcting. I think a half caster, or perhaps even the "cast spells up to level 6" of the old 3rd bard, would help.
 

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