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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="Klaus" data-source="post: 7662635" data-attributes="member: 607"><p>Looking over the 3e and 4e artificer, here's an approximation summary:</p><p>- HD: as rogue</p><p>- Armor: as rogue</p><p>- Weapons: all simple weapons.</p><p>- Skills: Four from Sleight of Hand, Arcana, History, Medicine, Perception, Survival, Persuasion.</p><p>- Tools: Thieves' Tools, one set of artisan tools.</p><p></p><p>Features:</p><p>- Expertise: perhaps not at first level, but somewhere early on.</p><p>- Ritual Caster: as feat.</p><p>- Create Infusion (based on 4e version): this works like Channel Divinity (recharges with short rest, begins with 1, then 2 at 6th level and 3 at 18th level). When used, choose one of three effects: heal one ally; give a bonus to AC that can be ended by the target to get temp hp; grant resistance to a type of damage that can be ended by target to get immunity for 1 round.</p><p>- Arcane Empowerment: During a rest, you can empower one weapon or spellcasting focus (each individual item can only be empowered once per day). When making a weapon or spell attack with the item, the item's user can spend a bonus action to gain advantage on the roll.</p><p>- Spells:</p><p>Cantrips: Blade Ward, Guidance, Light, Mending, True Strike.</p><p>1st Level: Cure Wounds, Detect Magic, Healing Word, Shield of Faith, Identify.</p><p>2nd Level: Enhance Ability, Heat Metal, Magic Weapon</p><p>3rd Level: Protection from Energy, Mass Healing Word</p><p>4th Level: Fabricate, Otiluke's Resilient Sphere, Stoneskin</p><p>5th Level: Animate Objects, Mass Cure Wounds, Teleportation Circle, Wall of Force, Wall of Stone</p><p></p><p>Now, this assumes a 5e half-caster approach, which leaves out 6th level spells (such as Globe of Invulnerability or Blade Barrier), but offers some thematically-accurate choices (such as Animate Objects for impromptu construct-creating, and Teleportation Circle, which is important for Eberron).</p><p></p><p>To mimic the artificer's ease of creating magic items, the class would need a feature (perhaps expanding Create Infusion or Arcane Empowerment) to allow for imbuing simple effects onto items, such as changing an item's damage to an energy type, or increasing an armor's AC bonus. This could be linked to Attunement, creating a limit to the ammount of items that can be enhanced (a character would need to attune to the newly-enhancement item).</p></blockquote><p></p>
[QUOTE="Klaus, post: 7662635, member: 607"] Looking over the 3e and 4e artificer, here's an approximation summary: - HD: as rogue - Armor: as rogue - Weapons: all simple weapons. - Skills: Four from Sleight of Hand, Arcana, History, Medicine, Perception, Survival, Persuasion. - Tools: Thieves' Tools, one set of artisan tools. Features: - Expertise: perhaps not at first level, but somewhere early on. - Ritual Caster: as feat. - Create Infusion (based on 4e version): this works like Channel Divinity (recharges with short rest, begins with 1, then 2 at 6th level and 3 at 18th level). When used, choose one of three effects: heal one ally; give a bonus to AC that can be ended by the target to get temp hp; grant resistance to a type of damage that can be ended by target to get immunity for 1 round. - Arcane Empowerment: During a rest, you can empower one weapon or spellcasting focus (each individual item can only be empowered once per day). When making a weapon or spell attack with the item, the item's user can spend a bonus action to gain advantage on the roll. - Spells: Cantrips: Blade Ward, Guidance, Light, Mending, True Strike. 1st Level: Cure Wounds, Detect Magic, Healing Word, Shield of Faith, Identify. 2nd Level: Enhance Ability, Heat Metal, Magic Weapon 3rd Level: Protection from Energy, Mass Healing Word 4th Level: Fabricate, Otiluke's Resilient Sphere, Stoneskin 5th Level: Animate Objects, Mass Cure Wounds, Teleportation Circle, Wall of Force, Wall of Stone Now, this assumes a 5e half-caster approach, which leaves out 6th level spells (such as Globe of Invulnerability or Blade Barrier), but offers some thematically-accurate choices (such as Animate Objects for impromptu construct-creating, and Teleportation Circle, which is important for Eberron). To mimic the artificer's ease of creating magic items, the class would need a feature (perhaps expanding Create Infusion or Arcane Empowerment) to allow for imbuing simple effects onto items, such as changing an item's damage to an energy type, or increasing an armor's AC bonus. This could be linked to Attunement, creating a limit to the ammount of items that can be enhanced (a character would need to attune to the newly-enhancement item). [/QUOTE]
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