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<blockquote data-quote="Remathilis" data-source="post: 6459319" data-attributes="member: 7635"><p>Just spit-balling here...</p><p></p><p>So far, magic items in 5e work very differently than in 3e (and 4e). They are supposed to be rarer, more powerful, and require attunement to get the most out of them. In 3e/4e, many of them just granted a mechanical bonus (+1 to AC, +5 Climb, etc) that could be replicated with proper spells (Shield of Faith, Bull Strength) which is what the artificer infusion list actually does. </p><p></p><p>What if we do it differently...</p><p></p><p>What if an artificer could make temporary magical items that mimicked real magic items? Not "This shirt has shield of faith on it, +2 to AC" but "This bag now acts like a bag of holding" type stuff. As he gains levels, make permanent ones quicker or cheaper than a normal mage. </p><p></p><p>3e Artificers worked off an "artificer reserve" mechanic; in 3e it was bonus XP usable for crafting but in 5e, it could be like sorcery points that you could spend to temporarily make a magic item. Burn enough points, and you could make a folding boat or a ring of energy resistance for a day. You could also use points to change items functions, bypass restrictions and even temporarily attune to an item without penalty. </p><p></p><p>Magic items are based around rarity (Common through Legendary). As an artificer gains levels, he gains the ability to make (and affect) rarer and rarer items. He might only be able to do Common at first, Uncommon at 3rd, but by 20th he can even affect Legendary items. </p><p></p><p>Augmenting this would be spells (either that temporarily buff, heal, or affect magic). Toss in some goodies like Use Magic Device, Expertise, and proper proficiency and he's good to go. </p><p></p><p>Oh, his subclasses?</p><p></p><p>Homoculous Master lets him burn his Artificer Reserve to augment constructs; adding new abilities to them without relying on infusions.</p><p>Alchemists can make magical bombs, attempt crazy potions combinations, even avoid miscability rolls (just look at PF's alchemist for ideas)</p><p>Runeforgers get a bonded magical weapon they can burn points into enchanting, giving it additional abilities like sentience or doing so at a discounted rate. </p><p>Mastermakers can use their AR on themselves to augment.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6459319, member: 7635"] Just spit-balling here... So far, magic items in 5e work very differently than in 3e (and 4e). They are supposed to be rarer, more powerful, and require attunement to get the most out of them. In 3e/4e, many of them just granted a mechanical bonus (+1 to AC, +5 Climb, etc) that could be replicated with proper spells (Shield of Faith, Bull Strength) which is what the artificer infusion list actually does. What if we do it differently... What if an artificer could make temporary magical items that mimicked real magic items? Not "This shirt has shield of faith on it, +2 to AC" but "This bag now acts like a bag of holding" type stuff. As he gains levels, make permanent ones quicker or cheaper than a normal mage. 3e Artificers worked off an "artificer reserve" mechanic; in 3e it was bonus XP usable for crafting but in 5e, it could be like sorcery points that you could spend to temporarily make a magic item. Burn enough points, and you could make a folding boat or a ring of energy resistance for a day. You could also use points to change items functions, bypass restrictions and even temporarily attune to an item without penalty. Magic items are based around rarity (Common through Legendary). As an artificer gains levels, he gains the ability to make (and affect) rarer and rarer items. He might only be able to do Common at first, Uncommon at 3rd, but by 20th he can even affect Legendary items. Augmenting this would be spells (either that temporarily buff, heal, or affect magic). Toss in some goodies like Use Magic Device, Expertise, and proper proficiency and he's good to go. Oh, his subclasses? Homoculous Master lets him burn his Artificer Reserve to augment constructs; adding new abilities to them without relying on infusions. Alchemists can make magical bombs, attempt crazy potions combinations, even avoid miscability rolls (just look at PF's alchemist for ideas) Runeforgers get a bonded magical weapon they can burn points into enchanting, giving it additional abilities like sentience or doing so at a discounted rate. Mastermakers can use their AR on themselves to augment. [/QUOTE]
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