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Running Eberron in 5E
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<blockquote data-quote="RealAlHazred" data-source="post: 6457981" data-attributes="member: 25818"><p>If we go by the 3.5E ECS book, the key elements of the Artificer are:</p><p>So, going by that list: <ul> <li data-xf-list-type="ul"><strong>Use Any Wand or Scroll:</strong> This could be handled by some ability similar to the Thief Rogue's Use Magic Device ability (5E PHB page 97).</li> <li data-xf-list-type="ul"><strong>Empower Ordinary Items:</strong> Making temporary items could be handled by some ability that lets the artificer imbue his spell slots into items, much as the Infusion ability in Kamikaze Midget's build or the Expert Infusion ability in Hellcow's build.</li> <li data-xf-list-type="ul"><strong>Repair Damaged Constructs:</strong> For this, all we need to do is make sure <em>mending</em> is an artificer cantrip and maybe make a <em>repair damage</em> spell, modeled on <em>cure wounds</em>. I've built one already, in <a href="http://madgamingmadness.blogspot.com/2014/09/eberron-5e-feats-dragonmarks.html" target="_blank">my Dragonmarks blog post</a>.</li> <li data-xf-list-type="ul"><strong>Alter Magic Item Functions:</strong> This is a cool one. I like Kamikaze Midget's idea Metamagic Item ability.</li> <li data-xf-list-type="ul"><strong>Craft Magic Items/Constructs/etc.:</strong> No problem in the new rules, since you no longer need to spend feats to do it. I would expect artificers to be able to craft 10gp of items per day (double normal) since it's a class focus.</li> <li data-xf-list-type="ul"><strong>Limited List of Infusions:</strong> Again, a limited list is no issue, especially since this edition doesn't have over a thousand spells in the PHB -- <em>everybody</em> has a limited list now.</li> </ul><p>If Artificer is a class, we can look at the 3.5E prestige classes and 4E builds for inspiration on subclasses.</p><p>3.5E Artificer-Based Prestige Classes with a Strong Artificer Tie:</p><ul> <li data-xf-list-type="ul"><strong>Alchemist Savant:</strong> (<em>Magic of Eberron</em> page 53) Experts at crafting potions and making the most of them. Universal Potion is a useful ability, although spellvials look like they might fit interestingly with 5E.</li> <li data-xf-list-type="ul"><strong>Cannith Wand Adept:</strong> (<em>Sharn: City of Towers</em> page 162) Admittedly also a dragonmark prestige class, these guys become experts at wielding wands. This one looks like an easy conversion to 5E; I especially like the Siphon Charge ability for letting artificers use 1d6 wand charges to give themselves advantage.</li> <li data-xf-list-type="ul"><strong>Cyre Scout:</strong> (<em>Dragonmarked</em> page 101) Kind of specific to Eberron, these guys are explorers and magical dabblers. Strongly tied to a dragonmark.</li> <li data-xf-list-type="ul"><strong>Renegade Mastermaker:</strong> (<em>Magic of Eberron</em> page 81) Gradually become half-artificers/half-golems. I was never too fond of the class, but I guess it's a way to get a combat-focused subclass.</li> <li data-xf-list-type="ul"><strong>Unbound Scroll:</strong> (<em>Dragonmarked</em> page 127) Interesting scroll experts. Strongly tied to a dragonmark, but this still might make a good template for a scroll-based subclass. Ghost Writing is a great ability, basically expending resources to get another use out of a scroll.</li> <li data-xf-list-type="ul"><strong>Windwright Captain:</strong> (<em>Explorer's Handbook</em> page 70) Basically an expert at flying and repairing an elemental-bound airship; also strongly tied to a dragonmark.</li> </ul><p>4E Artificer Builds: <ul> <li data-xf-list-type="ul"><strong>Battlesmith Artificer:</strong> (<em>Eberron Players' Guide</em> page 46) Enhance the abilities of magic weapons and armor.</li> <li data-xf-list-type="ul"><strong>Tinkerer Artificer:</strong> (<em>Eberron Players' Guide</em> page 46) Imbue specific new abilities into weapons and armor, and even create temporary automatons.</li> <li data-xf-list-type="ul"><strong>Warrior Forge Artificer:</strong> (<em>Dragon</em> magazine #381 page 55) Focuses on ranged implements and infusions.</li> </ul><p>Hmmm... Really the fluff for all of the 4E artificer builds reads like variations on exactly the same thing.</p></blockquote><p></p>
[QUOTE="RealAlHazred, post: 6457981, member: 25818"] If we go by the 3.5E ECS book, the key elements of the Artificer are: So, going by that list:[LIST][*][B]Use Any Wand or Scroll:[/B] This could be handled by some ability similar to the Thief Rogue's Use Magic Device ability (5E PHB page 97). [*][B]Empower Ordinary Items:[/B] Making temporary items could be handled by some ability that lets the artificer imbue his spell slots into items, much as the Infusion ability in Kamikaze Midget's build or the Expert Infusion ability in Hellcow's build. [*][B]Repair Damaged Constructs:[/B] For this, all we need to do is make sure [I]mending[/I] is an artificer cantrip and maybe make a [I]repair damage[/I] spell, modeled on [I]cure wounds[/I]. I've built one already, in [URL="http://madgamingmadness.blogspot.com/2014/09/eberron-5e-feats-dragonmarks.html"]my Dragonmarks blog post[/URL]. [*][B]Alter Magic Item Functions:[/B] This is a cool one. I like Kamikaze Midget's idea Metamagic Item ability. [*][B]Craft Magic Items/Constructs/etc.:[/B] No problem in the new rules, since you no longer need to spend feats to do it. I would expect artificers to be able to craft 10gp of items per day (double normal) since it's a class focus. [*][B]Limited List of Infusions:[/B] Again, a limited list is no issue, especially since this edition doesn't have over a thousand spells in the PHB -- [I]everybody[/I] has a limited list now.[/LIST] If Artificer is a class, we can look at the 3.5E prestige classes and 4E builds for inspiration on subclasses. 3.5E Artificer-Based Prestige Classes with a Strong Artificer Tie: [LIST][*][B]Alchemist Savant:[/B] ([I]Magic of Eberron[/I] page 53) Experts at crafting potions and making the most of them. Universal Potion is a useful ability, although spellvials look like they might fit interestingly with 5E. [*][B]Cannith Wand Adept:[/B] ([I]Sharn: City of Towers[/I] page 162) Admittedly also a dragonmark prestige class, these guys become experts at wielding wands. This one looks like an easy conversion to 5E; I especially like the Siphon Charge ability for letting artificers use 1d6 wand charges to give themselves advantage. [*][B]Cyre Scout:[/B] ([I]Dragonmarked[/I] page 101) Kind of specific to Eberron, these guys are explorers and magical dabblers. Strongly tied to a dragonmark. [*][B]Renegade Mastermaker:[/B] ([I]Magic of Eberron[/I] page 81) Gradually become half-artificers/half-golems. I was never too fond of the class, but I guess it's a way to get a combat-focused subclass. [*][B]Unbound Scroll:[/B] ([I]Dragonmarked[/I] page 127) Interesting scroll experts. Strongly tied to a dragonmark, but this still might make a good template for a scroll-based subclass. Ghost Writing is a great ability, basically expending resources to get another use out of a scroll. [*][B]Windwright Captain:[/B] ([I]Explorer's Handbook[/I] page 70) Basically an expert at flying and repairing an elemental-bound airship; also strongly tied to a dragonmark.[/LIST] 4E Artificer Builds:[LIST][*][B]Battlesmith Artificer:[/B] ([I]Eberron Players' Guide[/I] page 46) Enhance the abilities of magic weapons and armor. [*][B]Tinkerer Artificer:[/B] ([I]Eberron Players' Guide[/I] page 46) Imbue specific new abilities into weapons and armor, and even create temporary automatons. [*][B]Warrior Forge Artificer:[/B] ([I]Dragon[/I] magazine #381 page 55) Focuses on ranged implements and infusions.[/LIST]Hmmm... Really the fluff for all of the 4E artificer builds reads like variations on exactly the same thing. [/QUOTE]
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