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General Tabletop Discussion
*Dungeons & Dragons
Proficiencies don't make the class. Do they?
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<blockquote data-quote="Minigiant" data-source="post: 6622440" data-attributes="member: 63508"><p>You missed my point.</p><p></p><p>The UA:E artificer was a bad artificer.</p><p>Not because it was a subclass.</p><p>It's bad because it was bad for what artificer players wanted.</p><p></p><p>My mother, bless her heart, can't bake a cake from scratch. Her cake once ruined a dessert. </p><p>Her cake was bad, not because it was dessert. It was just bad cake.</p><p></p><p>The UA:E artificer was just made wrong. The issue was that the design team never included "infusion" spells to the document. Instead they made them as class features. They should have just gave them bonus spells like the storm sorcerer.</p><p></p><p>A spell that makes a stick into a wand of fireballs.</p><p>A spell that makes a chump of matter into a homunculus</p><p>A spell that makes a suit of armor into a robot suit</p><p>a spell that makes a flask of water into a firebomb or potion</p><p></p><p>Add some proficiencies and Poof. Problem solved. </p><p></p><p>SCHOOL OF ARTIFICE</p><p></p><p>INFUSIONS KNOWLEDGE </p><p>Beginning when you select the this at 2nd level, the list of spells you can add or copy into your spellbook increases.</p><p></p><p>1st:<em> armor enhancement, energy alteration, repair damage, magic vestment,</em></p><p>2nd: <em>create homunculus, lucky blade </em></p><p>3rd: humanoid essence, lucky cape, power surge</p><p>4th: stuff</p><p>5th: stuff</p><p></p><p> BONUS PROFICIENCIES</p><p>At the 2nd level, you can proficiency with light armor, shields, thieves tools and simple weapons</p><p></p><p>ARTIFICER KNOWLEDGE</p><p>At the 6th level, you can add your proficiencies modifier on Intelligence (Arcane) checks to identify magic items, Wisdom (Perception) checks to spot magic traps, and ability checks to disarm magical traps using thieves tools.</p><p></p><p>SOMETHING ELSE</p><p>At the 10th level you get something</p><p></p><p>MASTER ARTIFICER</p><p>As in the UA:E</p><p></p><p>After that the only valid complaint is not wanting artificers to cast spells. Which is weak as infusions were just spells which only target items. You could just skip the middle man and make spells that only target items.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 6622440, member: 63508"] You missed my point. The UA:E artificer was a bad artificer. Not because it was a subclass. It's bad because it was bad for what artificer players wanted. My mother, bless her heart, can't bake a cake from scratch. Her cake once ruined a dessert. Her cake was bad, not because it was dessert. It was just bad cake. The UA:E artificer was just made wrong. The issue was that the design team never included "infusion" spells to the document. Instead they made them as class features. They should have just gave them bonus spells like the storm sorcerer. A spell that makes a stick into a wand of fireballs. A spell that makes a chump of matter into a homunculus A spell that makes a suit of armor into a robot suit a spell that makes a flask of water into a firebomb or potion Add some proficiencies and Poof. Problem solved. SCHOOL OF ARTIFICE INFUSIONS KNOWLEDGE Beginning when you select the this at 2nd level, the list of spells you can add or copy into your spellbook increases. 1st:[I] armor enhancement, energy alteration, repair damage, magic vestment,[/I] 2nd: [I]create homunculus, lucky blade [/I] 3rd: humanoid essence, lucky cape, power surge 4th: stuff 5th: stuff BONUS PROFICIENCIES At the 2nd level, you can proficiency with light armor, shields, thieves tools and simple weapons ARTIFICER KNOWLEDGE At the 6th level, you can add your proficiencies modifier on Intelligence (Arcane) checks to identify magic items, Wisdom (Perception) checks to spot magic traps, and ability checks to disarm magical traps using thieves tools. SOMETHING ELSE At the 10th level you get something MASTER ARTIFICER As in the UA:E After that the only valid complaint is not wanting artificers to cast spells. Which is weak as infusions were just spells which only target items. You could just skip the middle man and make spells that only target items. [/QUOTE]
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Proficiencies don't make the class. Do they?
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