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<blockquote data-quote="Boarstorm" data-source="post: 6466360" data-attributes="member: 63913"><p>I've given it a few minutes of thought, and I think this is how I would do an artificer (so far)...</p><p></p><p>Infusions are their "spell list" -- though Invocations would probably be a better analogy. These are the things the artificer knows how to do. Examples might be granting darkvision to a helm or expanding the threat range of a weapon. The artificer's level would determine how many of these he knows, and how many he can have "up and running" at any given time. Each long rest he can swap out which Infusions are active, with perhaps a mid-level ability to "Jury Rig" one Infusion during a short rest.</p><p></p><p>Subclasses, then, would be tied to a specific PERMANENT class item that could be replicated if lost, but which wouldn't really grant someone untrained in it a categorical advantage. Say, a homunculus (similar to Pact of the Chain) or perhaps a signature Repeating Crossbow (it feels very artificer-y to me). As they leveled up, their companion or signature weapon (or skill with said weapon) would get better.</p><p></p><p>The problem with all this, ultimately (as KM observed) is that this makes for a "downtime" class, which isn't super exciting to play. So we would need to spice up their active problem solving. For exploration, they could get rogue-like abilities to detect and disarm traps. For combat... well, that's harder. Maybe alchemical poisons/etc? Or pack some of that punch back into subclass features and Infusions?</p><p></p><p>I dunno. The idea train left the station. I'll chase it down. Maybe when I catch up to it, the ideas will be more "magic" and less "engineer."</p><p></p><p>In the meantime, does this feel like a set-up that could support an entire class, or are we back to subclass territory?</p></blockquote><p></p>
[QUOTE="Boarstorm, post: 6466360, member: 63913"] I've given it a few minutes of thought, and I think this is how I would do an artificer (so far)... Infusions are their "spell list" -- though Invocations would probably be a better analogy. These are the things the artificer knows how to do. Examples might be granting darkvision to a helm or expanding the threat range of a weapon. The artificer's level would determine how many of these he knows, and how many he can have "up and running" at any given time. Each long rest he can swap out which Infusions are active, with perhaps a mid-level ability to "Jury Rig" one Infusion during a short rest. Subclasses, then, would be tied to a specific PERMANENT class item that could be replicated if lost, but which wouldn't really grant someone untrained in it a categorical advantage. Say, a homunculus (similar to Pact of the Chain) or perhaps a signature Repeating Crossbow (it feels very artificer-y to me). As they leveled up, their companion or signature weapon (or skill with said weapon) would get better. The problem with all this, ultimately (as KM observed) is that this makes for a "downtime" class, which isn't super exciting to play. So we would need to spice up their active problem solving. For exploration, they could get rogue-like abilities to detect and disarm traps. For combat... well, that's harder. Maybe alchemical poisons/etc? Or pack some of that punch back into subclass features and Infusions? I dunno. The idea train left the station. I'll chase it down. Maybe when I catch up to it, the ideas will be more "magic" and less "engineer." In the meantime, does this feel like a set-up that could support an entire class, or are we back to subclass territory? [/QUOTE]
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