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Revising Artificer lore to be unmagical
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<blockquote data-quote="NotAYakk" data-source="post: 8354838" data-attributes="member: 72555"><p>Here is a stab at Gadgeteer artificer.</p><p></p><p>[spoiler]</p><p>Artificer: <strong>Gadgeteer</strong> variant</p><p></p><p><strong>Gadgeteer</strong> (Replaces Spellcasting)</p><p></p><p>You've studied how Gizmos and Gadgets work in this magical</p><p>world you belong to. While you have no ability to cast</p><p>spells, you can build marvelous inventions that use magic</p><p>and technology to create amazing effects.</p><p></p><p>Your Gizmos and Gadgets do not, unless otherwise noted, work</p><p>when someone else tries to use them. These Gizmos and Gadgets</p><p>require constant tweaking, repair and maintenance, so you can</p><p>only maintain a limited number of them at any one time.</p><p></p><p>When your Gizmo or Gadgets cause a spell attack to be used, use</p><p>your Gadget attack bonus of your intelligence modifier plus your</p><p>proficiency bonus. If they impose a DC, use 8 plus your</p><p>proficiency bonus plus your intelligence modifier.</p><p></p><p>The effects of Gizmos and Gadgets are often magical, but they do</p><p>not count as spells nor are you casting. If the effect requires</p><p>concentration, you must perform active maintenance on the effect</p><p>or it ends, and that requires concentration (as if concentrating</p><p>on a spell).</p><p></p><p><strong>Supplies</strong></p><p></p><p>Gadgets require components to build. These are usually abstracted</p><p>away by a Gadgeteers kit, which contains a myriad of components</p><p>specific to how you manifest Gadgeteering, be it clockwork, alchemy</p><p>or biological frankenstien creations.</p><p></p><p>If you do not have access to your Gadgeteers kit, you may have to</p><p>scrounge for parts. But so long as you have access to your</p><p>Gadgeteers kit you are assumed to recycle used Gadgets and scrounge</p><p>for new parts as you adventure.</p><p></p><p><strong>Gadgets</strong></p><p></p><p>At 1st level you know how to build and maintain two Gadgets. At</p><p>level 5, 11 and 17 you learn how to build and maintain one additional</p><p>Gadget.</p><p></p><p>Gadgets are devices you have perfected and can get to work reliably.</p><p></p><p>Each Gadget can be used to cause the effect of a specific artificer cantrip.</p><p>The action cost to activate your Gadget is the same as casting that</p><p>Cantrip.</p><p></p><p>If you lose your Gadget, building a new Gadget requires 1 hour.</p><p></p><p><strong>Gizmos</strong></p><p></p><p>Gizmos create more advanced effects than Gadgets, but tend to break</p><p>down after doing so.</p><p></p><p>At 1st level, you start with a book of 1st level blueprints (or formulas)</p><p>equal to your intelligence modifier (minimium of one). These are sometimes</p><p>stored in a book, but not all artificers are that organized. If you lose them,</p><p>rewriting these blueprints from scratch requires 12 hours per level of the</p><p>blueprint that you have mastered in the past, plus 4 hours for every interruption</p><p>(sleep, combat, meals).</p><p></p><p>For each Gizmo blueprint, select a spell from the artificer spell list, and</p><p>describe how your mad science manages to produce that effect when you use the</p><p>Gizmo. Using the Gizmo requires the same action cost as casting the spell, and </p><p>almost always only the creating Artificer can manage to pull it off.</p><p></p><p>You can find additional blueprints and add them to your collection. It is possible</p><p>that the blueprints you find include effects not on the Artificer spell list.</p><p></p><p>If the emulated spell has a material component, that (or something equivalent) is required</p><p>to construct the Gizmo. If the emulatedspell consumes the material component, using</p><p>the Gizmo destroys the component. If the component is not destroyed, has no cost, and is</p><p>not specific to a creature or location, then the Gadgeteers kit contains an</p><p>equivalent subsitute.</p><p></p><p>Every time you gain an artificer level, your ongoing research and tinkering means you</p><p>can produce 1 additional "functional" blueprint for a new Gizmo of a level you can build</p><p>from your working notes. This additional blueprint does not require the usual time</p><p>to write out.</p><p></p><p>At 1st level you can only build 1st level Gizmos. At level 5 you can</p><p>build 2nd level Gizmos, level 9 3rd level Gizmos, level 13 4th level</p><p>Gizmos, and 17 5th level Gizmos.</p><p></p><p>If you have non-artificier class levels, add 1/3 of them to your artificer level</p><p>to determine what level of Gizmos you can build. This can no more than double your</p><p>artificer level.</p><p></p><p>Building a Gizmo at level 1 requires 1 hour of work and access to the blueprint</p><p>(or formula) and a Gadgeteers kit. This is reduced to 10 minutes at</p><p>level 5, 2 minutes at level 11, and 1 minute at level 17.</p><p></p><p>You are constantly, and I mean constantly, maintaining your Gizmos. You have Gizmo</p><p>maintenance points (GMPs) equal half your artificer level (round up). Maintaining a level</p><p>X Gizmo costs X maintenance points; Gizmos that you do not maintain fall apart</p><p>and stop working in a matter of minutes. You have to invest these points while</p><p>building the Gizmo.</p><p></p><p>You can upgrade a Gizmos effect when you build it above its level by spending</p><p>extra GMPs, up to the highest level Gizmo you can build. This causes the effect to</p><p>have the "at higher level" clause of the emulated spell.</p><p></p><p>Once a Gizmo is used, it pretty much always fails and needs to be rebuilt. When you</p><p>use a Gizmo and its ongoing effect ends, make a Gizmo recovery roll; Roll 1d20</p><p>plus your proficiency modifier; if the result is greater than 20, the Gizmo manages</p><p>not to destroy itself and can be reused. (This is not an attack roll, saving throw or</p><p>ability check). If the Gizmo consumes components, those components must be</p><p>supplied again in order to use the Gizmo again. If a Gizmo causes an ongoing effect,</p><p>check for it being reusable when the ongoing effect ends.</p><p></p><p>Gizmos for spells with the ritual tag can be built and used immediately without</p><p>spending maintenance points on them. This takes the usual time to build the Gizmo;</p><p>if you don't use it immediately after building it, you have to invest GMPs or the new</p><p>Gizmo falls apart.</p><p></p><p>You can choose to neglect a Gizmo at any point and get back the GMPs. That Gizmo fails</p><p>almost immediately.</p><p></p><p><strong>Alchemist</strong></p><p>Starting at level 3, your Gizmos in the form of potions can sometimes be used by someone</p><p>else. If the spell has a casting time of 1 action or 1 bonus action, and targets exactly</p><p>1 creature or self, then the resulting Gizmo potion can be drunk by another creature as an action.</p><p></p><p>You still have to maintain that potion using your Gizmo maintenance points, or it becomes</p><p>unstable and you really, really don't want to drink it.</p><p></p><p>At level 5, you add your intelligence modifier to Gizmos and Gadgets effects, not spells.</p><p></p><p><strong>Armorer</strong></p><p>You can build a single special Gadget into your armor as a Gizmo. It requires 1 GMP to do so.</p><p>When you make an attack you can choose to instead use that special Gizmo once per turn</p><p>(until it breaks), and you add your intelligence bonus to the Gizmo Recovery Roll.</p><p></p><p><strong>Artillerist</strong></p><p>Your arcane firearm is a 1d8 damage ranged weapon that deals piercing, fire, cold or</p><p>lighting damage (your choice when you build it, which takes 8 hours) and has a 50' short and</p><p>200' long range that only you are proficient in. You can only maintain one arcane firearm</p><p>at a time. Your Gizmos with an action casting time can be ammunition for this weapon, and</p><p>your Gadgets can be a large supply of ammunition for it (dozens of shots). When you attack</p><p>with your arcane firearm, you can load such ammunition. Make an attack as normal. Then,</p><p>hit or miss, you can cast the spell so long as the creature you attacked is targeted by</p><p>the spell. If you hit, the creature has disadvantage on the first save, and you have</p><p>advantage on any spell attack rolls you make as part of the Gizmo or Gadget activation.</p><p></p><p><strong>Battle Smith</strong></p><p>You can build a single Gizmo into your steel defender. If the Gizmo is functioning when</p><p>your defender scores a critical hit, and the Gizmo requires a standard action or bonus action</p><p>to use, then your defender can activate the Gizmo as part of the attack. In addition, as an</p><p>action you can order your Steel Defender to use the Gizmo built into it.</p><p>[/spoiler]</p><p></p><p>It is not perfectly balanced against the baseline artificer.</p><p></p><p>You get level/2 (rounded up) levels of "prepared spells" (gizmos), plus gadgets (cantrips). How you spend those points is mostly up to you.</p><p></p><p>At level 1 it takes an hour to recover or switch out; at level 5, this reduces to 10 minutes, then further at level 11 and 17. Shenanigans are encouraged.</p><p></p><p>Balance wise, your spell load is similar to a half-level short-rest warlock. At level 20, you can have 2 level 5 gizmos active, much like a level 10 warlock can. You have more flexibility than such a warlock, because you could have 10 level 1 gizmos instead of 2 level 5 gizmos.</p><p></p><p>Your spells known is replaced with a book of blueprints. This is a nerf, honestly.</p><p></p><p>I gave each subclass a unique way to interact with their gizmos and gadgets. Alchemists can make gizmo potions, artillerists arcane firearm is actually a gun that you can attack with (note: it intentionally uses dex to attack with, because I'm evil; but, missing doesn't stop you from casting a spell with the action; hitting is treated as a <strong>bonus</strong>, not a requirement to be effective), armorors can have an "supercharge" in their armor that casts a "real" spell as well as make an attack, and battle smiths can mount a gizmo on their steel defender which they can either cast through their defender (like a touch spell), or for free on a steel defender crit.</p><p></p><p>There is an explicit requirement to describe how <strong>each</strong> of your blueprints work.</p><p></p><p>For the fun of it, Gizmos are by default single-use, but when you use them you roll 1d20+proficiency; if the result is OVER 20, it amazingly doesn't break!</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8354838, member: 72555"] Here is a stab at Gadgeteer artificer. [spoiler] Artificer: [B]Gadgeteer[/B] variant [B]Gadgeteer[/B] (Replaces Spellcasting) You've studied how Gizmos and Gadgets work in this magical world you belong to. While you have no ability to cast spells, you can build marvelous inventions that use magic and technology to create amazing effects. Your Gizmos and Gadgets do not, unless otherwise noted, work when someone else tries to use them. These Gizmos and Gadgets require constant tweaking, repair and maintenance, so you can only maintain a limited number of them at any one time. When your Gizmo or Gadgets cause a spell attack to be used, use your Gadget attack bonus of your intelligence modifier plus your proficiency bonus. If they impose a DC, use 8 plus your proficiency bonus plus your intelligence modifier. The effects of Gizmos and Gadgets are often magical, but they do not count as spells nor are you casting. If the effect requires concentration, you must perform active maintenance on the effect or it ends, and that requires concentration (as if concentrating on a spell). [B]Supplies[/B] Gadgets require components to build. These are usually abstracted away by a Gadgeteers kit, which contains a myriad of components specific to how you manifest Gadgeteering, be it clockwork, alchemy or biological frankenstien creations. If you do not have access to your Gadgeteers kit, you may have to scrounge for parts. But so long as you have access to your Gadgeteers kit you are assumed to recycle used Gadgets and scrounge for new parts as you adventure. [B]Gadgets[/B] At 1st level you know how to build and maintain two Gadgets. At level 5, 11 and 17 you learn how to build and maintain one additional Gadget. Gadgets are devices you have perfected and can get to work reliably. Each Gadget can be used to cause the effect of a specific artificer cantrip. The action cost to activate your Gadget is the same as casting that Cantrip. If you lose your Gadget, building a new Gadget requires 1 hour. [B]Gizmos[/B] Gizmos create more advanced effects than Gadgets, but tend to break down after doing so. At 1st level, you start with a book of 1st level blueprints (or formulas) equal to your intelligence modifier (minimium of one). These are sometimes stored in a book, but not all artificers are that organized. If you lose them, rewriting these blueprints from scratch requires 12 hours per level of the blueprint that you have mastered in the past, plus 4 hours for every interruption (sleep, combat, meals). For each Gizmo blueprint, select a spell from the artificer spell list, and describe how your mad science manages to produce that effect when you use the Gizmo. Using the Gizmo requires the same action cost as casting the spell, and almost always only the creating Artificer can manage to pull it off. You can find additional blueprints and add them to your collection. It is possible that the blueprints you find include effects not on the Artificer spell list. If the emulated spell has a material component, that (or something equivalent) is required to construct the Gizmo. If the emulatedspell consumes the material component, using the Gizmo destroys the component. If the component is not destroyed, has no cost, and is not specific to a creature or location, then the Gadgeteers kit contains an equivalent subsitute. Every time you gain an artificer level, your ongoing research and tinkering means you can produce 1 additional "functional" blueprint for a new Gizmo of a level you can build from your working notes. This additional blueprint does not require the usual time to write out. At 1st level you can only build 1st level Gizmos. At level 5 you can build 2nd level Gizmos, level 9 3rd level Gizmos, level 13 4th level Gizmos, and 17 5th level Gizmos. If you have non-artificier class levels, add 1/3 of them to your artificer level to determine what level of Gizmos you can build. This can no more than double your artificer level. Building a Gizmo at level 1 requires 1 hour of work and access to the blueprint (or formula) and a Gadgeteers kit. This is reduced to 10 minutes at level 5, 2 minutes at level 11, and 1 minute at level 17. You are constantly, and I mean constantly, maintaining your Gizmos. You have Gizmo maintenance points (GMPs) equal half your artificer level (round up). Maintaining a level X Gizmo costs X maintenance points; Gizmos that you do not maintain fall apart and stop working in a matter of minutes. You have to invest these points while building the Gizmo. You can upgrade a Gizmos effect when you build it above its level by spending extra GMPs, up to the highest level Gizmo you can build. This causes the effect to have the "at higher level" clause of the emulated spell. Once a Gizmo is used, it pretty much always fails and needs to be rebuilt. When you use a Gizmo and its ongoing effect ends, make a Gizmo recovery roll; Roll 1d20 plus your proficiency modifier; if the result is greater than 20, the Gizmo manages not to destroy itself and can be reused. (This is not an attack roll, saving throw or ability check). If the Gizmo consumes components, those components must be supplied again in order to use the Gizmo again. If a Gizmo causes an ongoing effect, check for it being reusable when the ongoing effect ends. Gizmos for spells with the ritual tag can be built and used immediately without spending maintenance points on them. This takes the usual time to build the Gizmo; if you don't use it immediately after building it, you have to invest GMPs or the new Gizmo falls apart. You can choose to neglect a Gizmo at any point and get back the GMPs. That Gizmo fails almost immediately. [B]Alchemist[/B] Starting at level 3, your Gizmos in the form of potions can sometimes be used by someone else. If the spell has a casting time of 1 action or 1 bonus action, and targets exactly 1 creature or self, then the resulting Gizmo potion can be drunk by another creature as an action. You still have to maintain that potion using your Gizmo maintenance points, or it becomes unstable and you really, really don't want to drink it. At level 5, you add your intelligence modifier to Gizmos and Gadgets effects, not spells. [B]Armorer[/B] You can build a single special Gadget into your armor as a Gizmo. It requires 1 GMP to do so. When you make an attack you can choose to instead use that special Gizmo once per turn (until it breaks), and you add your intelligence bonus to the Gizmo Recovery Roll. [B]Artillerist[/B] Your arcane firearm is a 1d8 damage ranged weapon that deals piercing, fire, cold or lighting damage (your choice when you build it, which takes 8 hours) and has a 50' short and 200' long range that only you are proficient in. You can only maintain one arcane firearm at a time. Your Gizmos with an action casting time can be ammunition for this weapon, and your Gadgets can be a large supply of ammunition for it (dozens of shots). When you attack with your arcane firearm, you can load such ammunition. Make an attack as normal. Then, hit or miss, you can cast the spell so long as the creature you attacked is targeted by the spell. If you hit, the creature has disadvantage on the first save, and you have advantage on any spell attack rolls you make as part of the Gizmo or Gadget activation. [B]Battle Smith[/B] You can build a single Gizmo into your steel defender. If the Gizmo is functioning when your defender scores a critical hit, and the Gizmo requires a standard action or bonus action to use, then your defender can activate the Gizmo as part of the attack. In addition, as an action you can order your Steel Defender to use the Gizmo built into it. [/spoiler] It is not perfectly balanced against the baseline artificer. You get level/2 (rounded up) levels of "prepared spells" (gizmos), plus gadgets (cantrips). How you spend those points is mostly up to you. At level 1 it takes an hour to recover or switch out; at level 5, this reduces to 10 minutes, then further at level 11 and 17. Shenanigans are encouraged. Balance wise, your spell load is similar to a half-level short-rest warlock. At level 20, you can have 2 level 5 gizmos active, much like a level 10 warlock can. You have more flexibility than such a warlock, because you could have 10 level 1 gizmos instead of 2 level 5 gizmos. Your spells known is replaced with a book of blueprints. This is a nerf, honestly. I gave each subclass a unique way to interact with their gizmos and gadgets. Alchemists can make gizmo potions, artillerists arcane firearm is actually a gun that you can attack with (note: it intentionally uses dex to attack with, because I'm evil; but, missing doesn't stop you from casting a spell with the action; hitting is treated as a [B]bonus[/B], not a requirement to be effective), armorors can have an "supercharge" in their armor that casts a "real" spell as well as make an attack, and battle smiths can mount a gizmo on their steel defender which they can either cast through their defender (like a touch spell), or for free on a steel defender crit. There is an explicit requirement to describe how [B]each[/B] of your blueprints work. For the fun of it, Gizmos are by default single-use, but when you use them you roll 1d20+proficiency; if the result is OVER 20, it amazingly doesn't break! [/QUOTE]
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