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<blockquote data-quote="fuindordm" data-source="post: 6458801" data-attributes="member: 5435"><p>I never really understood the need to give Artificers "Infusions" rather than a restricted spell list. And I never understood the need to set them apart from the arcane/divine split. I mean, I do get that they're supposed to have a deeper insight into the universal nature of magic, but their approach screams "Arcane" to me. They study and manipulate magic by its own rules, whereas a divine caster just gets their spells gift-wrapped from higher powers.</p><p></p><p>So here's what I would do, given that the artificer is built as a unique class:</p><p>1. Make them arcane and Int-based.</p><p>2. Give them a spellbook (or schema book) to record spells that they learn. Unlike a wizard, they can learn spells just by studying them in action, and they can learn spells from any class. But they cannot <u>prepare</u> spells in their book unless they are on the artificer list.</p><p>3. The artificer list is small but contains some unique spells such as "Spell Storing Item". With a 1st-level slot, this would create a one-charge wand of any first-level spell <u>in their book</u>. To store a higher-level spell you need a higher-level slot. Any spell created in this way is an arcane spell when it comes out. This gives them something to do with the higher-level slots--they don't need to have a spell on their list at every slot level.</p><p></p><p>Combat ability is a non-issue, since it's based essentially on which ability score you want to put a high stat in. My wizard can be good in melee if I give him a 16 Str and a big club. For example, give the artificer proficiency in medium armor and simple weapons, but not shields.</p><p></p><p>Now, for the juicy bits of the class we replace the wizard special abilities (about one every other level) with extras. I like the subclasses suggested by Liane--4 special abilities should be enough to support each archetype.</p><p></p><p>For the general artificer abilities, I would make the first one Use Magic Device, and design other abilities that help crafting items more quickly and reliably than anyone else. For example, give them one "discovery" every level which is a magic item or construct formula. From levels 1-5, this can be an uncommon item or a construct with CR<1. From levels 6-10, this can be a rare item or a construct with CR<3. And so on... Then they can use their downtime to build things using these formulas. At the highest level they ought to have a chance of creating a legendary item. I think the "Craft Reserve" concept could also work in this edition (although it just replaces gold and/or time).</p><p></p><p>As a mid level ability, I would give them a way to sustain an extra concentration spell cast on an ally.</p><p></p><p>As a very high level ability, I would give them an extra attunement slot.</p></blockquote><p></p>
[QUOTE="fuindordm, post: 6458801, member: 5435"] I never really understood the need to give Artificers "Infusions" rather than a restricted spell list. And I never understood the need to set them apart from the arcane/divine split. I mean, I do get that they're supposed to have a deeper insight into the universal nature of magic, but their approach screams "Arcane" to me. They study and manipulate magic by its own rules, whereas a divine caster just gets their spells gift-wrapped from higher powers. So here's what I would do, given that the artificer is built as a unique class: 1. Make them arcane and Int-based. 2. Give them a spellbook (or schema book) to record spells that they learn. Unlike a wizard, they can learn spells just by studying them in action, and they can learn spells from any class. But they cannot [U]prepare[/U] spells in their book unless they are on the artificer list. 3. The artificer list is small but contains some unique spells such as "Spell Storing Item". With a 1st-level slot, this would create a one-charge wand of any first-level spell [U]in their book[/U]. To store a higher-level spell you need a higher-level slot. Any spell created in this way is an arcane spell when it comes out. This gives them something to do with the higher-level slots--they don't need to have a spell on their list at every slot level. Combat ability is a non-issue, since it's based essentially on which ability score you want to put a high stat in. My wizard can be good in melee if I give him a 16 Str and a big club. For example, give the artificer proficiency in medium armor and simple weapons, but not shields. Now, for the juicy bits of the class we replace the wizard special abilities (about one every other level) with extras. I like the subclasses suggested by Liane--4 special abilities should be enough to support each archetype. For the general artificer abilities, I would make the first one Use Magic Device, and design other abilities that help crafting items more quickly and reliably than anyone else. For example, give them one "discovery" every level which is a magic item or construct formula. From levels 1-5, this can be an uncommon item or a construct with CR<1. From levels 6-10, this can be a rare item or a construct with CR<3. And so on... Then they can use their downtime to build things using these formulas. At the highest level they ought to have a chance of creating a legendary item. I think the "Craft Reserve" concept could also work in this edition (although it just replaces gold and/or time). As a mid level ability, I would give them a way to sustain an extra concentration spell cast on an ally. As a very high level ability, I would give them an extra attunement slot. [/QUOTE]
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