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Proficiencies don't make the class. Do they?
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<blockquote data-quote="steeldragons" data-source="post: 6623566" data-attributes="member: 92511"><p>I'm really not on this boat of "significantly different defining mechanic"...nor have a horse in this race as I do not play in Eberron and/or use an artificer in my games...[nor, apparently, a problem with mixing metaphors]. I mean, what is a Warlock's Invocation if not just "Channel Divine" with a refluff? What do they do? Oh, arcane magical effects...SO it's like Channeling the Arcane? No. They're invocations. So they're spells, then? No no! They're invocaaationnns. Warlocks only, man! Ah boogedy boogedy boo!</p><p></p><p>There are, what 47 out of 50 class/subclasses [hyperbolic but not by much] that have spell use? What's the significantly defining feature there? Oh look! Different spell list. Really major defining there. Martial types are getting some combat something and Extra Attack. Barbarian:"Reckless Attack" at 2nd, Extra Attack at 5th. Fighter: "Action Surge" @ 2nd, Extra Attack @ 5th. Ranger & Paladin both: Fighting Style @ 2nd, Extra Attack @ 5th.</p><p></p><p>Basically, everyone is getting some minorly different mechanic with a refluffing and new name as their features...with, then, one "thing that is theirs" that other classes don't get...Be that something major, like Rage or Sorcery Points or Domain spells, or something minorly different and flavorful (but nowhere else) like Invocations, Bardic Inspiration or Paladin Oath Channels ...and then, in the vastly overwhelming majority, an individualized class spell list on top of all of that.</p><p></p><p>So, here's what I'm thinking...really quickly and trying to follow the PHB format...</p><p></p><p>[all titles, names and abilities are subject to change for coolness, preference, and/or to protect the innocent.]</p><p></p><p><strong><span style="font-size: 12px">INFUSENATOR</span></strong></p><p>You infuse stuff with magic. Blah blah yada yada fluffy bits. [digression note to self for future adventure: mad uber witch named "Blahblah Yada". Moving on...] </p><p><strong>Arcane Tinker:</strong> You have an innate knack for harnessing and weaving magical energies into mundane items and objects, moreso than other spellcasting/item-crafter folks. Blah blah yada yada fluffy bits.</p><p><strong>Arts and Crafts:</strong> You are especially crafty, cunning, and can come up with ideas and plans given what seems to others completely hopeless situations. Blah blah yada yada fluffy bits.</p><p></p><p>[Ok. THe parts everyone cares about...]</p><p><strong><span style="font-size: 12px">Class Features</span></strong></p><p><strong>HD:</strong> d8 per level.</p><p><strong>HP at 1st level:</strong> Were you not paying attention? I JUST said, d8. So start with 8 + Con mod.</p><p><strong>HP at Higher Levels: </strong>Since, for some reason it needs repeating because looking two lines up is too difficult for stupid people: You get a d8 + Con. mod. at every level.</p><p></p><p><u>Proficiencies</u></p><p><strong>Armor</strong>: Light and Shields.</p><p><strong>Weapons:</strong> All simple, hand crossbow, war pick, warhammer.</p><p><strong>Tools:</strong> Thieves Tools and Tinker's Tools.</p><p><strong>Saving Throws:</strong> Intelligence & Dexterity.</p><p><strong>Skills:</strong> Choose 3 of the following list: Arcana, Deception, Insight, Investigation, Perception, Sleight of Hand.</p><p></p><p><u>Equipment</u></p><p>The Infuesnator begins with the following in addition to the equipment granted by your background.</p><ul> <li data-xf-list-type="ul">a) Any simple weapon or b) a hand crossbow/20 darts</li> <li data-xf-list-type="ul">a) Burglar's Pack or b) Scholar's Pack</li> <li data-xf-list-type="ul">an infusion journal and component pouch.</li> <li data-xf-list-type="ul">a set of Thieves' or Tinker's Tools and a) Leather armor or b) a shield.</li> </ul><p></p><p>@1st:<strong> Infusing Magic</strong></p><p><em>Cantrips:</em> you get 3 of choice from the Infusenator's spell list. You gain more at higher levels as shown on the Infusenator table.</p><p></p><p><em>Spellcasting Ability:</em> Intelligence is your casting ability.</p><p></p><p><em>Ritual Casting:</em> You can cast any Infusenator spell you know as a ritual if it has the ritual tag.</p><p></p><p><strong>Infuzor's Journal:</strong> You keep all of your magical notes and plans in a journal that you add to and study over the course of your career. Spells and rituals and infusions are all stored in this journal. The Infusenator begins play with their cantrips and 3 infusenator rituals of choice in their journal. </p><p></p><p><strong>Tampering Focus: </strong>You have no need for normal material spell components, instead you can use your tinker's or thieves' tools as an arcane focus for adding your magics onto/into items and normal spell-casting. </p><p></p><p><strong>Ingenuity Dice: </strong>You have 3 Ingenuity Dice, which are d6's. You may use Ingenuity Dice as a bonus action to add the result(s) (1, 2 or all at once) to any Int. or Dex. based d20 roll for yourself or an ally of your choice that can see and hear you within 60'. They are expended when you use them and regain used Ingenuity when you finish a short or long rest. You gain another Ingenuity Die at 7th when the die increases to d8, and 12th when the die increases to d10. </p><p></p><p><strong>Artificer Lore:</strong> as the Rock Gnome, regardless of PC race.</p><p></p><p>@2nd:<strong> Arcane Infusions</strong></p><p>In your study of occult cosmic lore, you have discovered [or been taught] how to imbue the magic you command into otherwise normal mundane items and materials. You gain 2 Arcane Infusions of your choice at 2nd level. You gain additional Infusions as your Infusenator levels up, at 5th, 8th, 11th, 14th, and 17th. Additionally, at any level up, you may swap out one infusion for another that you can have learned at that level.</p><p></p><p><strong>Tinker:</strong> as the Rock Gnome, regardless of PC race.</p><p></p><p>@3rd: <strong>Infusenator Guild</strong></p><p>Choose your Infuzenator specialty: Aritficer, Alchemist, Golemancer.</p><p></p><p><em>Spell Slots: </em>You gain slots for 1st level and higher spells as shown on the Infusenator table.</p><p></p><p>@4th: <strong>Ability Boost:</strong> as normal.</p><p></p><p>@5th: <strong>Expertise:</strong> Choose two of your skill proficiencies or 1 skill and proficiency in 1 type of tools you might know. Your proficiency bonus is doubled for any ability check that makes use of the proficiencies chosen. You may add addition 2 skill proficiencies at 10th level.</p><p></p><p>@11th: <strong>Construct Companion:</strong> You create an artificial construct that can have the form and abilities of any tiny to medium-sized animal or humanoid from the MM. The creature will act as a familiar though only the creator will comprehend its clicks, whirs, and grinding noises as speech due to their telepathic connection. It otherwise follows the parameters of the Tinker's ability, but functions for 1 day per level before needing "maintenance" to continue functioning. </p><p></p><p>@20th: something awesome.</p><p></p><p><strong><span style="font-size: 12px">Infusenator Guild</span></strong></p><p><strong><u>Artificer</u></strong></p><p><strong>3rd: </strong>add prof. Medium Armor.</p><p><strong>Imbue Item:</strong> Spend Ingenuity Die to add a +1 enchantment to a weapon, armor, or shield you touch. </p><p><strong>Minor Conjuration:</strong> as the Conjuration Specialist Mage ability.</p><p><strong>6th: Disposable Item Crafter:</strong> Potions, Scrolls, Wands. You can produce Potions, Wands, or other minor charged items by following some procedure/mechanic I'm not going to come up with right now but would be faster and cheaper than whatever's in the DMG...spending Ingenuity Dice? You can also pen Scrolls of any spell, ritual or infusion that you can cast.</p><p><strong>10th: Focused Worker:</strong> When casting a spell or infusion that requires concentration, you do not lose concentration when you take damage.</p><p><strong>14th:</strong> something awesome</p><p></p><p><strong><u>Alchemist:</u> </strong></p><p><strong>3rd: </strong>add prof. of <em>Artisan Tools: Alchemist Supplies</em></p><p><strong>Imbue Liquid:</strong> Spend an Ingenuity Die to a normally drinkable liquid (water, wine, tea, etc...) and the liquid becomes purified of any poison and restores half the Ingenuity Die (minimum 1) HP. </p><p><strong>Minor Alchemy:</strong> as the Transmutation Specialist Mage ability.</p><p><strong>6th: Homunculus:</strong> You create an artificial magi-organic creature that has the form and abilities of the Homunculus from the MM. The creature will act as a familiar though only the creator will comprehend its gibbering animalistic noises as speech due to their telepathic connection. </p><p><strong>10th: Enhanced Brewer:</strong> Select 3 spells of a spell level you can cast and you can make an ingestible concoction to convey the effects of that spell to the imbiber.</p><p><strong>14th: Alchemist's Stone:</strong> As the <em>Master Transmuter</em> Transmutation mage ability...or something else suitably awesome. </p><p></p><p><strong><u>Golemancer:</u> </strong></p><p><strong>3rd:</strong> add prof. of Artisan Tools of choice.</p><p><strong>Construct Familiar: </strong>You create an artificial construct that can have the form and abilities of any tiny animal from the MM. The creature will act as a familiar though only the creator will comprehend its clicks, whirs, and grinding noises as speech due to their telepathic connection. </p><p><strong>Arcane Ward: </strong>as the Abjuration specialist mage ability.<strong></strong></p><p><strong>6th: Enhanced Construction:</strong> The Golemancer can create and infuse constructs of animal or humanoid form and ability up to large size. Additionally, when applying an Infusion to a construct of their creation, the Golemancer's duration is doubled. This also applies to "upgrading" (in size and ability) their Familiar Construct.</p><p><strong>10th: Golemaster:</strong> You can wrest control of an existing construct you didn't create.</p><p>14th:[/B] something awesome.</p><p></p><p>Alright...that's all I've got for now...play it. Don't play. Argue about in-/sufficient distinctiveness and quibble about that single minor thing you absolutely MUST have or the whole class/subclass is worthless. Whatever you wanna do. I need lunch.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6623566, member: 92511"] I'm really not on this boat of "significantly different defining mechanic"...nor have a horse in this race as I do not play in Eberron and/or use an artificer in my games...[nor, apparently, a problem with mixing metaphors]. I mean, what is a Warlock's Invocation if not just "Channel Divine" with a refluff? What do they do? Oh, arcane magical effects...SO it's like Channeling the Arcane? No. They're invocations. So they're spells, then? No no! They're invocaaationnns. Warlocks only, man! Ah boogedy boogedy boo! There are, what 47 out of 50 class/subclasses [hyperbolic but not by much] that have spell use? What's the significantly defining feature there? Oh look! Different spell list. Really major defining there. Martial types are getting some combat something and Extra Attack. Barbarian:"Reckless Attack" at 2nd, Extra Attack at 5th. Fighter: "Action Surge" @ 2nd, Extra Attack @ 5th. Ranger & Paladin both: Fighting Style @ 2nd, Extra Attack @ 5th. Basically, everyone is getting some minorly different mechanic with a refluffing and new name as their features...with, then, one "thing that is theirs" that other classes don't get...Be that something major, like Rage or Sorcery Points or Domain spells, or something minorly different and flavorful (but nowhere else) like Invocations, Bardic Inspiration or Paladin Oath Channels ...and then, in the vastly overwhelming majority, an individualized class spell list on top of all of that. So, here's what I'm thinking...really quickly and trying to follow the PHB format... [all titles, names and abilities are subject to change for coolness, preference, and/or to protect the innocent.] [B][SIZE=3]INFUSENATOR[/SIZE][/B] You infuse stuff with magic. Blah blah yada yada fluffy bits. [digression note to self for future adventure: mad uber witch named "Blahblah Yada". Moving on...] [B]Arcane Tinker:[/B] You have an innate knack for harnessing and weaving magical energies into mundane items and objects, moreso than other spellcasting/item-crafter folks. Blah blah yada yada fluffy bits. [B]Arts and Crafts:[/B] You are especially crafty, cunning, and can come up with ideas and plans given what seems to others completely hopeless situations. Blah blah yada yada fluffy bits. [Ok. THe parts everyone cares about...] [B][SIZE=3]Class Features[/SIZE] HD:[/B] d8 per level. [B]HP at 1st level:[/B] Were you not paying attention? I JUST said, d8. So start with 8 + Con mod. [B]HP at Higher Levels: [/B]Since, for some reason it needs repeating because looking two lines up is too difficult for stupid people: You get a d8 + Con. mod. at every level. [U]Proficiencies[/U] [B]Armor[/B]: Light and Shields. [B]Weapons:[/B] All simple, hand crossbow, war pick, warhammer. [B]Tools:[/B] Thieves Tools and Tinker's Tools. [B]Saving Throws:[/B] Intelligence & Dexterity. [B]Skills:[/B] Choose 3 of the following list: Arcana, Deception, Insight, Investigation, Perception, Sleight of Hand. [U]Equipment[/U] The Infuesnator begins with the following in addition to the equipment granted by your background. [LIST] [*]a) Any simple weapon or b) a hand crossbow/20 darts [*]a) Burglar's Pack or b) Scholar's Pack [*]an infusion journal and component pouch. [*]a set of Thieves' or Tinker's Tools and a) Leather armor or b) a shield. [/LIST] @1st:[B] Infusing Magic[/B] [I]Cantrips:[/I] you get 3 of choice from the Infusenator's spell list. You gain more at higher levels as shown on the Infusenator table. [I]Spellcasting Ability:[/I] Intelligence is your casting ability. [I]Ritual Casting:[/I] You can cast any Infusenator spell you know as a ritual if it has the ritual tag. [B]Infuzor's Journal:[/B] You keep all of your magical notes and plans in a journal that you add to and study over the course of your career. Spells and rituals and infusions are all stored in this journal. The Infusenator begins play with their cantrips and 3 infusenator rituals of choice in their journal. [B]Tampering Focus: [/B]You have no need for normal material spell components, instead you can use your tinker's or thieves' tools as an arcane focus for adding your magics onto/into items and normal spell-casting. [B]Ingenuity Dice: [/B]You have 3 Ingenuity Dice, which are d6's. You may use Ingenuity Dice as a bonus action to add the result(s) (1, 2 or all at once) to any Int. or Dex. based d20 roll for yourself or an ally of your choice that can see and hear you within 60'. They are expended when you use them and regain used Ingenuity when you finish a short or long rest. You gain another Ingenuity Die at 7th when the die increases to d8, and 12th when the die increases to d10. [B]Artificer Lore:[/B] as the Rock Gnome, regardless of PC race. @2nd:[B] Arcane Infusions[/B] In your study of occult cosmic lore, you have discovered [or been taught] how to imbue the magic you command into otherwise normal mundane items and materials. You gain 2 Arcane Infusions of your choice at 2nd level. You gain additional Infusions as your Infusenator levels up, at 5th, 8th, 11th, 14th, and 17th. Additionally, at any level up, you may swap out one infusion for another that you can have learned at that level. [B]Tinker:[/B] as the Rock Gnome, regardless of PC race. @3rd: [B]Infusenator Guild[/B] Choose your Infuzenator specialty: Aritficer, Alchemist, Golemancer. [I]Spell Slots: [/I]You gain slots for 1st level and higher spells as shown on the Infusenator table. @4th: [B]Ability Boost:[/B] as normal. @5th: [B]Expertise:[/B] Choose two of your skill proficiencies or 1 skill and proficiency in 1 type of tools you might know. Your proficiency bonus is doubled for any ability check that makes use of the proficiencies chosen. You may add addition 2 skill proficiencies at 10th level. @11th: [B]Construct Companion:[/B] You create an artificial construct that can have the form and abilities of any tiny to medium-sized animal or humanoid from the MM. The creature will act as a familiar though only the creator will comprehend its clicks, whirs, and grinding noises as speech due to their telepathic connection. It otherwise follows the parameters of the Tinker's ability, but functions for 1 day per level before needing "maintenance" to continue functioning. @20th: something awesome. [B][SIZE=3]Infusenator Guild[/SIZE][/B] [B][U]Artificer[/U] 3rd: [/B]add prof. Medium Armor. [B]Imbue Item:[/B] Spend Ingenuity Die to add a +1 enchantment to a weapon, armor, or shield you touch. [B]Minor Conjuration:[/B] as the Conjuration Specialist Mage ability. [B]6th: Disposable Item Crafter:[/B] Potions, Scrolls, Wands. You can produce Potions, Wands, or other minor charged items by following some procedure/mechanic I'm not going to come up with right now but would be faster and cheaper than whatever's in the DMG...spending Ingenuity Dice? You can also pen Scrolls of any spell, ritual or infusion that you can cast. [B]10th: Focused Worker:[/B] When casting a spell or infusion that requires concentration, you do not lose concentration when you take damage. [B]14th:[/B] something awesome [B][U]Alchemist:[/U] 3rd: [/B]add prof. of [I]Artisan Tools: Alchemist Supplies[/I] [B]Imbue Liquid:[/B] Spend an Ingenuity Die to a normally drinkable liquid (water, wine, tea, etc...) and the liquid becomes purified of any poison and restores half the Ingenuity Die (minimum 1) HP. [B]Minor Alchemy:[/B] as the Transmutation Specialist Mage ability. [B]6th: Homunculus:[/B] You create an artificial magi-organic creature that has the form and abilities of the Homunculus from the MM. The creature will act as a familiar though only the creator will comprehend its gibbering animalistic noises as speech due to their telepathic connection. [B]10th: Enhanced Brewer:[/B] Select 3 spells of a spell level you can cast and you can make an ingestible concoction to convey the effects of that spell to the imbiber. [B]14th: Alchemist's Stone:[/B] As the [I]Master Transmuter[/I] Transmutation mage ability...or something else suitably awesome. [B][U]Golemancer:[/U] 3rd:[/B] add prof. of Artisan Tools of choice. [B]Construct Familiar: [/B]You create an artificial construct that can have the form and abilities of any tiny animal from the MM. The creature will act as a familiar though only the creator will comprehend its clicks, whirs, and grinding noises as speech due to their telepathic connection. [B]Arcane Ward: [/B]as the Abjuration specialist mage ability.[B] 6th: Enhanced Construction:[/B] The Golemancer can create and infuse constructs of animal or humanoid form and ability up to large size. Additionally, when applying an Infusion to a construct of their creation, the Golemancer's duration is doubled. This also applies to "upgrading" (in size and ability) their Familiar Construct. [B]10th: Golemaster:[/B] You can wrest control of an existing construct you didn't create. 14th:[/B] something awesome. Alright...that's all I've got for now...play it. Don't play. Argue about in-/sufficient distinctiveness and quibble about that single minor thing you absolutely MUST have or the whole class/subclass is worthless. Whatever you wanna do. I need lunch. [/QUOTE]
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