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General Tabletop Discussion
*Dungeons & Dragons
Thoughts on New Artificer Subclasses from Exploring Eberron (D&D Beyond)
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<blockquote data-quote="BigMac75" data-source="post: 9849474" data-attributes="member: 7056281"><p>Caveat: I do not have access to the content on D&D Beyond so only going by videos (that show the pages / content).</p><p></p><p>My first impression is that it could have been polished a bit more. Giving Tinker's Tools proficiency when the main Artificer class already gets it and a couple of other small issues make me worry that the class and content did not get quite enough playtesting / review before being published. The Level 20 optional Artificer buffs are pretty OP (could be appropriate at that level).</p><p></p><p>Forge Adept - I love the ability to throw any weapon and have it return - so many cool versions of throwing greatswords, greataxes, lances, polearms, etc... and really wonder how this will mix with weapon proficiencies.</p><p></p><p>Maveric - this one left me a little confused. Love that they get 50% discount on ALL magic items. I also like their hacked together technomancy 1x use devices - reminded me of the Jinx's wind up monkey in Arcane. Selection of any spell from multiple spellcaster lists, getting 5th level spells too early, casting any 8th level spell without V/S/M components seems open to abuse.</p><p>[ATTACH=full]428457[/ATTACH]</p><p></p><p>I made a table to compare the new subclasses to the Battle Smith subclass (since I have been building one for my son and I to play). Forgive any errors (or unclear abbreviations) but might help people try to look at these side-by-side.</p><p></p><p>[ATTACH=full]428456[/ATTACH]</p></blockquote><p></p>
[QUOTE="BigMac75, post: 9849474, member: 7056281"] Caveat: I do not have access to the content on D&D Beyond so only going by videos (that show the pages / content). My first impression is that it could have been polished a bit more. Giving Tinker's Tools proficiency when the main Artificer class already gets it and a couple of other small issues make me worry that the class and content did not get quite enough playtesting / review before being published. The Level 20 optional Artificer buffs are pretty OP (could be appropriate at that level). Forge Adept - I love the ability to throw any weapon and have it return - so many cool versions of throwing greatswords, greataxes, lances, polearms, etc... and really wonder how this will mix with weapon proficiencies. Maveric - this one left me a little confused. Love that they get 50% discount on ALL magic items. I also like their hacked together technomancy 1x use devices - reminded me of the Jinx's wind up monkey in Arcane. Selection of any spell from multiple spellcaster lists, getting 5th level spells too early, casting any 8th level spell without V/S/M components seems open to abuse. [ATTACH type="full" width="251px" size="565x565"]428457[/ATTACH] I made a table to compare the new subclasses to the Battle Smith subclass (since I have been building one for my son and I to play). Forgive any errors (or unclear abbreviations) but might help people try to look at these side-by-side. [ATTACH type="full" size="1442x752"]428456[/ATTACH] [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Thoughts on New Artificer Subclasses from Exploring Eberron (D&D Beyond)
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