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Second 5th Edition Survey! Plus Results of the First Survey: The Ranger Gets Some Attention!
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<blockquote data-quote="Staffan" data-source="post: 7662561" data-attributes="member: 907"><p>The Eberron artificer had numerous abilities, some of which are more adaptable than others to 5e.</p><p></p><p>1. Spellcasting with a slightly better progression than a bard. The artificer maxes out at 6th level spells, but does so two levels before the bard does. The artificer does not need to prepare spells, and is not limited in spells known - they have the whole class list ready at all times. However, their spell list is very, very buff-focused - the only spell that deals direct damage to anything other than constructs is <em>blade barrier</em>, and their direct damage versus constructs is based on the cleric's <em>inflict _____ wounds</em> spells and <em>harm</em>. Oh, and they get <em>heat/chill metal</em> as well. Their spell list does have a few cool tricks, however. One of the big players is <em>spell storing item</em> which essentially creates a one-shot wand of any spell of level (caster level/2) or lower, but at a small XP cost. Another one is <em>personal weapon augmentation</em> which lets the artificer give any weapon a +1-equivalent ability - this includes <em>bane</em>, which is a very nice ability to be able to imbue on the fly. However, both of these, and some of their other cool spells, have a 1-minute casting time, which the artificer can lower to 1 round by spending an action point, making them somewhat limited when it comes to combat. </p><p></p><p>2. Moderate combat ability. Medium BAB, simple weapons, medium armor, and shields. Hit Die d6.</p><p></p><p>3. Moderate skills. 4 skill points per level, one of which basically has to be spent on Use Magic Device since many class abilities are based on it. They can also find and disable traps like a rogue.</p><p></p><p>4. Crafting magic items. They get a lot of item-crafting feats for free as part of their class progression. They also get a "Craft Reserve" based on level which they can use instead of XP when crafting items. They do not need to know prerequisite spells for crafting items, but they do have to roll Use Magic Device in order to craft them successfully (but they get one attempt per day of crafting time, and are likely to be pretty good at it, so that's more of a formality). They also get some bonus feats they can use to either craft items more cheaply (in time, gold, or XP), or to use the items more effectively.</p><p></p><p>And yeah, their spellcasting is called "infusions". But that's nonsense - if it walks like a spell, talks like a spell, and acts like a spell, it's a spell.</p></blockquote><p></p>
[QUOTE="Staffan, post: 7662561, member: 907"] The Eberron artificer had numerous abilities, some of which are more adaptable than others to 5e. 1. Spellcasting with a slightly better progression than a bard. The artificer maxes out at 6th level spells, but does so two levels before the bard does. The artificer does not need to prepare spells, and is not limited in spells known - they have the whole class list ready at all times. However, their spell list is very, very buff-focused - the only spell that deals direct damage to anything other than constructs is [I]blade barrier[/I], and their direct damage versus constructs is based on the cleric's [I]inflict _____ wounds[/I] spells and [I]harm[/I]. Oh, and they get [I]heat/chill metal[/I] as well. Their spell list does have a few cool tricks, however. One of the big players is [I]spell storing item[/I] which essentially creates a one-shot wand of any spell of level (caster level/2) or lower, but at a small XP cost. Another one is [I]personal weapon augmentation[/I] which lets the artificer give any weapon a +1-equivalent ability - this includes [I]bane[/I], which is a very nice ability to be able to imbue on the fly. However, both of these, and some of their other cool spells, have a 1-minute casting time, which the artificer can lower to 1 round by spending an action point, making them somewhat limited when it comes to combat. 2. Moderate combat ability. Medium BAB, simple weapons, medium armor, and shields. Hit Die d6. 3. Moderate skills. 4 skill points per level, one of which basically has to be spent on Use Magic Device since many class abilities are based on it. They can also find and disable traps like a rogue. 4. Crafting magic items. They get a lot of item-crafting feats for free as part of their class progression. They also get a "Craft Reserve" based on level which they can use instead of XP when crafting items. They do not need to know prerequisite spells for crafting items, but they do have to roll Use Magic Device in order to craft them successfully (but they get one attempt per day of crafting time, and are likely to be pretty good at it, so that's more of a formality). They also get some bonus feats they can use to either craft items more cheaply (in time, gold, or XP), or to use the items more effectively. And yeah, their spellcasting is called "infusions". But that's nonsense - if it walks like a spell, talks like a spell, and acts like a spell, it's a spell. [/QUOTE]
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