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Unearthed Arcana Introduces The Artifcer
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<blockquote data-quote="mellored" data-source="post: 7707236" data-attributes="member: 6801209"><p>That's similar to 3.5's artificer infusions.</p><p></p><p>You could temporarily (about an hour) enhance something with stuff like...</p><p></p><p><em>On command, the weapon (or the ammunition it launches) does +1d6 of Fire damage.</em> (1 point)</p><p><em>Damage from falling, constriction, & other whole-body bludgeoning (but not weapons) is halved. </em> (1 point)</p><p><em>On command, the armor looks like normal clothing, but otherwise acts normally. </em> (1 point)</p><p><em>On a hit, the attack has a 5’ radius explosion that does 2d4 damage (Ref½ DC15). </em> (2 points)</p><p><em>As part of a Full Attack Action, the wielder gets an extra attack at his/her best attack bonus each round. Does not stack with Haste</em> (3 points)</p><p><em>The wearer is immune to any Transmutation effect that would change his/her form, such as being Polymorphed or Petrified. If the wearer fails his/her save vs. Disintegrate, the wearer is reduced to –10 hp, but the body is not turned to dust.</em> (5 points)</p><p></p><p>You could mix and match a few lower level things or got for a big one.</p><p>That said, I approve of their effort to recylce the spell list. No need to have 3 differnt ways of giving +2 AC if you can avoid it. But I agree they don't need to have spell slots to use spells.</p><p></p><p></p><p>Their other main feature (IMO) was...</p><p><em>At 5th level, an artificer gains the ability to salvage the XP from a magic item and use those points to create another magic item.</em></p><p>Which is very much missing. You could find a +3 sword, and the artificer wouldn't even want to look at it let alone study it.</p></blockquote><p></p>
[QUOTE="mellored, post: 7707236, member: 6801209"] That's similar to 3.5's artificer infusions. You could temporarily (about an hour) enhance something with stuff like... [I]On command, the weapon (or the ammunition it launches) does +1d6 of Fire damage.[/I] (1 point) [I]Damage from falling, constriction, & other whole-body bludgeoning (but not weapons) is halved. [/I] (1 point) [I]On command, the armor looks like normal clothing, but otherwise acts normally. [/I] (1 point) [I]On a hit, the attack has a 5’ radius explosion that does 2d4 damage (Ref½ DC15). [/I] (2 points) [I]As part of a Full Attack Action, the wielder gets an extra attack at his/her best attack bonus each round. Does not stack with Haste[/I] (3 points) [I]The wearer is immune to any Transmutation effect that would change his/her form, such as being Polymorphed or Petrified. If the wearer fails his/her save vs. Disintegrate, the wearer is reduced to –10 hp, but the body is not turned to dust.[/I] (5 points) You could mix and match a few lower level things or got for a big one. That said, I approve of their effort to recylce the spell list. No need to have 3 differnt ways of giving +2 AC if you can avoid it. But I agree they don't need to have spell slots to use spells. Their other main feature (IMO) was... [I]At 5th level, an artificer gains the ability to salvage the XP from a magic item and use those points to create another magic item.[/I] Which is very much missing. You could find a +3 sword, and the artificer wouldn't even want to look at it let alone study it. [/QUOTE]
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