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<blockquote data-quote="collin" data-source="post: 6486188" data-attributes="member: 6757"><p>This is my latest revision for the Artificer. My approach was this:</p><p>1) I wanted to create a separate, unique class, not a sub-class or archetype.</p><p>2) I wanted it to mainly be connected to Eberron, therefore, as an example, some of the infusions refer to Dragonmarks. These could be ignored if artificers were placed in another world setting.</p><p>3) I took initial work that Keith Baker posted on his blog and went from there.</p><p>4) I see the artificer as more of a support class, like a bard, as opposed to a front-line combatant. The artificer is there to make other characters better. However, with the ability to create magical devices, or imbue items with relatively strong magic, the artificer can offer some added help in a fight on his/her own.</p><p>5) I only included descriptions of infusions that were not already spells provided in the Players Handbook.</p><p>6) As a unique class, I thought it was reasonable to create unique spells (infusions) and continue with abilities that were consistent with the artificer first created for DnD Eberron</p><p>a) To my way of thinking, there is no point in simply creating a retread of what is already there by simply using just the current spell list in the DnD Players Handbook if you are going to create a new class. If one is to create a true character class, then it should offer something special and unique that other classes can’t offer or don’t have access. In the case of the artificer, I thought the ability to create magical objects more readily, either permanent or temporary ones, given how the 5th edition rules are put together for magic item creation, would be that niche.</p><p></p><p>Some things I noticed as I put this class together. Most of the spells (infusions) at the artificer’s disposal are Transmutative and require Touch to cast. I think this makes sense, given an artificer is not usually creating something out of nothing (like an evocation spell) but is rather transforming something or imbuing something with a special ability. So evocation spells are going to be very rare for an artificer. Also, illusion, necromancy, and divination are not really part of the artificer’s forte. However, the class does offer some bard/rogue like abilities which are obtainable at fairly early levels to make the class interesting, and again, more of a helper to the group as a whole.</p><p></p><p>I know this version is not going to be everyone’s cup of tea, but I am curious to see how this version would play out. I imagine it will get revised again and again, until WotC decides to publish their own (if they ever do).</p></blockquote><p></p>
[QUOTE="collin, post: 6486188, member: 6757"] This is my latest revision for the Artificer. My approach was this: 1) I wanted to create a separate, unique class, not a sub-class or archetype. 2) I wanted it to mainly be connected to Eberron, therefore, as an example, some of the infusions refer to Dragonmarks. These could be ignored if artificers were placed in another world setting. 3) I took initial work that Keith Baker posted on his blog and went from there. 4) I see the artificer as more of a support class, like a bard, as opposed to a front-line combatant. The artificer is there to make other characters better. However, with the ability to create magical devices, or imbue items with relatively strong magic, the artificer can offer some added help in a fight on his/her own. 5) I only included descriptions of infusions that were not already spells provided in the Players Handbook. 6) As a unique class, I thought it was reasonable to create unique spells (infusions) and continue with abilities that were consistent with the artificer first created for DnD Eberron a) To my way of thinking, there is no point in simply creating a retread of what is already there by simply using just the current spell list in the DnD Players Handbook if you are going to create a new class. If one is to create a true character class, then it should offer something special and unique that other classes can’t offer or don’t have access. In the case of the artificer, I thought the ability to create magical objects more readily, either permanent or temporary ones, given how the 5th edition rules are put together for magic item creation, would be that niche. Some things I noticed as I put this class together. Most of the spells (infusions) at the artificer’s disposal are Transmutative and require Touch to cast. I think this makes sense, given an artificer is not usually creating something out of nothing (like an evocation spell) but is rather transforming something or imbuing something with a special ability. So evocation spells are going to be very rare for an artificer. Also, illusion, necromancy, and divination are not really part of the artificer’s forte. However, the class does offer some bard/rogue like abilities which are obtainable at fairly early levels to make the class interesting, and again, more of a helper to the group as a whole. I know this version is not going to be everyone’s cup of tea, but I am curious to see how this version would play out. I imagine it will get revised again and again, until WotC decides to publish their own (if they ever do). [/QUOTE]
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