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Unearthed Arcana: The Artificer Is Here! & UA Schedule Changes

Not liking the shape of this. It's certainly powerful in a batman-utility sort of way, but I didn't expect the Artificer to become a "Must Have Pet" class. My potion thrower is gone, and the party Beastmaster is giving me side-eye.

Unless you can put Returning Weapon on the potions you throw.
 

Comments

Kobold Avenger

Explorer
Yeah, I'm definitely of the mind that the "pistol" and "musket" in the DMG aren't directly analogous to the Renaissance firearms of Earth history as much as they are a fantasy (or, really, just mechanical) construct loosely based on the concept. Aiming, firing, AND reloading every 6 seconds means they have to work differently from their real-world namesakes. The issue for me is that modern ones given are overpowered once you let them in your game world and I can't imagine DMs i know letting me show up with any of those at the table.
I remember the mention that a well trained musketeer could fire and reload a muzzle-loaded musket about 3 times a minute. That would roughly translate into taking 2 rounds to reload.

But I feel most groups would not want to track reload times over 1 round. In fact I felt with even going all the way up to 19th century firearms where there's the possibility of breech loading and powder cartridges, that there should be only 3 types of reload times: 1 bonus action, 1 action or 1 short rest (or minute).
 

Kobold Avenger

Explorer
3.) Arcane Armament is a Trap.

At 5th level, an artificer gets 2 attacks with the odd caveat they must be with a magical weapon. Assuming they meet this requirement, that puts them on par with most "martial" classes for 2nd attack (bbn, ftr, pld, rgr, mnk) as well as bladelocks (thirsting blade) and ahead of valor bards.
I feel this is where they should go for something like the Cleric's Divine Strike. Maybe vary it like Divine Strike/Potent Spellcasting, the Artillerist sort of gets Potent Spellcasting anyways. It could also be somewhere where they could give a subclass "sneak attack lite" too, much like the previous version of the class.
4.) For a Cantrip-Focused class, Artificer's don't get enough Cantrips.

Jeremy Crawford said he viewed the artificer as being a class than has versatility as its main feature. Its obvious that they wanted the artificer to be versatile with their cantrips, both from their retraining (the only class that lets you retain cantrips) and their 10th level ability (which reduces to the wait from once per level to once per rest). Additionally, the artificer has a long-list of cantrips, many fitting the flavor of the magical tinkerer ability.

Its just, they learn new ones at such a slow rate, you're mostly locked into your choices regardless.

To start: While starting with 2 is fine (on par with the bard, druid, and warlock), they don't get a 3rd until 10th level. Every other class has learned two in that amount of time. An artillertist gets a free one at 6th level (via his prototype wand) but beyond that, you get two. Sure, you can swap them out once per level, but that assumes a.) you know what the next level is going bring so you can swap out ray of frost for firebolt or message. b.) You don't have a cantrip that it important to your subclass (such as acid splash, poison spray for alchemists or mending for artillerists). So most artificers will have one attack cantrip and maybe one utility cantrip (like mending, light or such) for nearly half your adventuring carreer, only swapping them when you know something's going to change or you get bored with one you have.

In my opinion, an artificer should get the normal progression of 2 cantrip full caster (start at 2, go to 3 at fourth and max out at 4 at tenth). Additionally, I think they should move "The Right Cantrip for the Job" down (to say, 5th level and bump arcane armament?) allowing them crazy versatility with their cantrips. This would put them on part with a warlock, trading the higher level arcanas for wider versatility in cantrips. Because right now, the artificer doesn't feel very versatile in his cantrips, he feels more like a two-trick pony.

Final Conclusion: Give the artificer more cantrips!
They need to go with Sorcerer numbers for cantrips, and I agree they need Right Cantrip for the Job a lot earlier. Though I feel they should get cantrips like Green-Flame Blade and Booming Blade, as much as they're trying to bury those cantrips away. Some of the 4e classes Artificer included, got a ranged weapon attack cantrip, and maybe it's something they could think of. Though with those cantrips it would mean even less of a reason for having Arcane Armament.
 
So I've mulled over some of the design elements in the document for a while, and while this is "white room" and not playtest, I just want to give some initial impressions.

1.) The Spell Damage Output (Nova) element of an Artificer isn't as bad as I thought.

I figured a class that has half the spell levels of a dedicated spellcaster would lag significantly behind other classes in nova-ing a BBEG when it came time. I was less wrong than I thought. Sure, an artillerist gets fireball at 9th level (when dedicated mages have had it since 5th) but the damage of fireball is such that isn't as far behind as I would assume. Its comperable to a cleric using flame strike (23 vs 22 for FS), lags slightly behind a sorc/wizard using cone of cold (23 vs 30 CC) or an infernal warlock using his own fireball (23 vs 29 due to 5th a lvl slot) but really looks bad vs a druid using blight (23 vs 33 for blight).

At 17th level, when every class has their final spell slots, the disparity is far greater; the artillerist artificer is going online with cone of cold (8 levels after the wizard got it) for 30 damage, which is surprisingly comparible to a cleric's harm (40), a druid's sunburst (35), or a bard max-cranking out shatter (37). Of course, a warlock can outpace it with finger of death (51) and all the classes combined don't match the broken glory of a sorcerer or wizard casting meteor swarm (116).

Final Conclusion: despite being a half-caster, artificers (esp artillerists) are comperable to a cleric, druid, or bard in terms of damage output, but lag behind the dedicated arcanists (warlock, sorc/wiz).

2.) Healing, on the Other Hand, with an artificer is terrible.

Third edition artificer's didn't heal. 4e ones did as they were leaders. 5e gives artificers (esp alchemists) the tools to heal, but do NOT rely on them as primary healers for long. Again using 9th level, an artificer restores 13 hp (+Int and if alchemist, double Int). That's equal to or slightly inferior to the ranger (13 + wis, which probably won't be as high as an artifer's Int), or a paladin using spell slots (but a paladin has lay on hands for a big 45 point heal if needed). Bards and Druids pull up next with 22 points per 5th level cure wounds (+ Wis/cha as appropriate) as do all non-life clerics (while life clerics heal 32 + Wis for a 5th level cure wounds). Additionally, bards, cleric,s and druids all got healing word (bonus-speed healing at range) and the mass healing spells (which allow multiple targets simultaneously). A paladin can also bust out Aura of Vitality for healing over time.

Beyond HP, artificers get a few status removal spells (lesser/greater restoration, revivify and even raise dead for alchemists) but again, they get these far later than a dedicated caster like a bard, cleric, or druid. The Alchemist can cheat cast lesser/greater restoration without spell slots at 6th and 14th levels, which is a tremendous boon but several levels after the other classes do. Still, its far better than the ranger (who only gets lesser restoration) and on par with a paladin (who gets lesser and greater on the same table, along with revivify and can use their lay on hands as a lesser restoration as well).

Final Conclusion: Don't rely on an alchemist artificer as your sole healer, but they are serviceable backups like other half-casters are.

3.) Arcane Armament is a Trap.

At 5th level, an artificer gets 2 attacks with the odd caveat they must be with a magical weapon. Assuming they meet this requirement, that puts them on par with most "martial" classes for 2nd attack (bbn, ftr, pld, rgr, mnk) as well as bladelocks (thirsting blade) and ahead of valor bards. However, the reason I call this a trap is threefold.

a.) the requirement for a magical weapon means that, barring a generous DM or extenuating circumstances, you're going to need to burn an infusion on Enhanced Weapon to use it. That means you really have 1 less infused item per day if you plan to attack twice.
b.) The artificer only has simple weapons and crossbows (we're ignoring firearms, they're optional), the latter cannot be used to attack twice unless you sink a feat into crossbow mastery. So assuming you didn't use your ASI on it (or weren't a human), the best weapons you have are either d6's or d8's two handed. (Again, we're ignoring racial weapons, but elf and dwarf artificers do look more tempting due to this). All other two-attack classes have some access to martial melee weapons (either due to class or subclasas, or bladelocks being proficient in their blades) or scale better (monks, but they get more attacks to make up for it).
c.) Your Strength or Dex Score aren't going to be a good as a dedicated warriors. A dedicated attack class will have a 16 or 18 by 5th level, and while you have a +1 to hit/damage thank to it being magical, at best you're probably only sinking a 14 in either score due to INT being your primary king stat. Additionally, you're probably not increasing said stats in favor of your caster stat, while a barbarian is upping his Str or a Monk his Dex, and your magical edge is lost the minute THEY find a magical weapon of their own. Lastly, you lack any sort of damage booster beyond arcane weapon (the artificer version of hex/hunter's mark). Fighter's get Fighting Styles, Barbarian's get rage, paladin's get smite, rangers get bonuses for being a hunter, and valor bards can even use Inspiration.

This makes Arcane Armament very build-specific and situational. Its fair to say you are not replacing a fighter, barbarbian, ranger, or paladin in combat, and you might, at best, make squint substitute for a valor bard or bladelock IF you manage to find a way to get access to a martial weapon or don't mind spears or quarterstaves. If you insist on going ranged, either bite the bullet and invest in crossbow mastery OR invest in a shortbow instead. OR don't bother; firebolt cast from an artillerists wand or using alchemy to cast poison spray or acid splash is a far superior damage output.

Final Conclusion: Unless you are building around AA, just use cantrips. This feature belongs in a subclass dedicated to weapon/armor enhancing, not the main class.

4.) For a Cantrip-Focused class, Artificer's don't get enough Cantrips.

Jeremy Crawford said he viewed the artificer as being a class than has versatility as its main feature. Its obvious that they wanted the artificer to be versatile with their cantrips, both from their retraining (the only class that lets you retain cantrips) and their 10th level ability (which reduces to the wait from once per level to once per rest). Additionally, the artificer has a long-list of cantrips, many fitting the flavor of the magical tinkerer ability.

Its just, they learn new ones at such a slow rate, you're mostly locked into your choices regardless.

To start: While starting with 2 is fine (on par with the bard, druid, and warlock), they don't get a 3rd until 10th level. Every other class has learned two in that amount of time. An artillertist gets a free one at 6th level (via his prototype wand) but beyond that, you get two. Sure, you can swap them out once per level, but that assumes a.) you know what the next level is going bring so you can swap out ray of frost for firebolt or message. b.) You don't have a cantrip that it important to your subclass (such as acid splash, poison spray for alchemists or mending for artillerists). So most artificers will have one attack cantrip and maybe one utility cantrip (like mending, light or such) for nearly half your adventuring carreer, only swapping them when you know something's going to change or you get bored with one you have.

In my opinion, an artificer should get the normal progression of 2 cantrip full caster (start at 2, go to 3 at fourth and max out at 4 at tenth). Additionally, I think they should move "The Right Cantrip for the Job" down (to say, 5th level and bump arcane armament?) allowing them crazy versatility with their cantrips. This would put them on part with a warlock, trading the higher level arcanas for wider versatility in cantrips. Because right now, the artificer doesn't feel very versatile in his cantrips, he feels more like a two-trick pony.

Final Conclusion: Give the artificer more cantrips!
Why wouldn't you make Int your secondary stat? I'm going to be playing a level 8 Alchemist soon and I 100% made Dex my primary stat. Between Not-Extra Attack and Arcane Weapon you've got a ton of incentive to attack people, and by level 8 with 1 ASI and Crossbow Master I can pump out some serious hurt. With an 18 dex and a +1 weapon 1st turn is 2d10+2d6+10, 2nd turn is 2d10+3d6+14 if I'm using my bonus action to attack with my Homunculus, or it's still 2d10+2d6+10 and I'm giving someone else advantage, or giving temp HP with it. You're really underselling them at physical attackers. Their primary stat is *not* Int the same way the primary stat for Ranger isn't Wis and the primary stat for Paladin isn't Cha. They're a hybrid class, so you've got to treat them like one. Yeah they can use cantrips but if you go that route you're leaving all their best features on the table.
 
Why wouldn't you make Int your secondary stat? I'm going to be playing a level 8 Alchemist soon and I 100% made Dex my primary stat. Between Not-Extra Attack and Arcane Weapon you've got a ton of incentive to attack people, and by level 8 with 1 ASI and Crossbow Master I can pump out some serious hurt. With an 18 dex and a +1 weapon 1st turn is 2d10+2d6+10, 2nd turn is 2d10+3d6+14 if I'm using my bonus action to attack with my Homunculus, or it's still 2d10+2d6+10 and I'm giving someone else advantage, or giving temp HP with it. You're really underselling them at physical attackers. Their primary stat is *not* Int the same way the primary stat for Ranger isn't Wis and the primary stat for Paladin isn't Cha. They're a hybrid class, so you've got to treat them like one. Yeah they can use cantrips but if you go that route you're leaving all their best features on the table.
I'm going to disagree with you partially. You CAN build around AA to maximize damage just like you can build around Valor Bards or Bladelocks to maximize combat damage. However, I think its pretty safe to say that such builds should not be the default assumption of the artificer. For example, your build requires the use of a feat (which is, by definition, an optional rule even if few DMs don't allow it), and the base game should assume you don't need feats to make a class feature usable. The base artificer build seems to be geared toward a more support/magic role, much like how the base bard wants to be a support caster and the base warlock wants to be a ranged/caster class first.

My thought here is that AA should be the 6th level feature of an artificer subclass focused on magical arms/armor and combat. Much like bladelocks and valor bards, the option should be there if you want to build around it, but by making it the generic 5th level ability (which is supposed to reward you with important features like extra attack, 3rd level spells, uncanny dodge or font of inspiration) it it too situational and requires too much forethought to set up properly. Unless you think to build ahead (select EW infusion, take crossbow mastery at 4th level, or have a decent str and somehow acquire proficiency in a martial weapon) you can easily have a 5th level class feature you cannot use, which doesn't seem to be how 5e class features work.

TL;dr There should be a subclass, ala the valor bard, where AA is a thing for those who want combat first, caster second artificers. Its too fiddly and requires too much planning to make it useful the level you get it as written right now. The base artificer should get something else and leave AA to a sublcass.
 
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Paul Farquhar

Adventurer
Remember it's designed for Eberron: aquiring a magic weapon isn't difficult. Nor is acquiring proficencies in decent weapons: double bladed scimiter anyone?
 
Remember it's designed for Eberron: aquiring a magic weapon isn't difficult. Nor is acquiring proficencies in decent weapons: double bladed scimiter anyone?
Eberron in flavor, univeral in mechanics. There is nothing in the Wayfarers Guide to Eberron that gives greater access to +1 weapons, nor does that change the base proficiency of the class. AA is still a class feature that can easily end up a unusable one if you built your character wrong, and that is a thing that the designers have tried to avoid in the past. A class feature should function when you get it and not assume you built your character a certain way to use it.
 

Ancalagon

Dusty Dragon
Why wouldn't you make Int your secondary stat? I'm going to be playing a level 8 Alchemist soon and I 100% made Dex my primary stat. Between Not-Extra Attack and Arcane Weapon you've got a ton of incentive to attack people, and by level 8 with 1 ASI and Crossbow Master I can pump out some serious hurt. With an 18 dex and a +1 weapon 1st turn is 2d10+2d6+10, 2nd turn is 2d10+3d6+14 if I'm using my bonus action to attack with my Homunculus, or it's still 2d10+2d6+10 and I'm giving someone else advantage, or giving temp HP with it. You're really underselling them at physical attackers. Their primary stat is *not* Int the same way the primary stat for Ranger isn't Wis and the primary stat for Paladin isn't Cha. They're a hybrid class, so you've got to treat them like one. Yeah they can use cantrips but if you go that route you're leaving all their best features on the table.
You are a bit at risk because of the need of a concentration spell, but that is very respectable damage output. It will cost a spell slot, but if you think about it, another half-caster (the paladin) gets 2d8 damage for a slot. If you managed to land 3 attacks, you are more efficient with the slots (excluding critical hits)

I do see 2 flaws though:

There is very little scaling. You will gain a little bit of damage due to your Homunculus "leveling up", and a little bit from another ASI. Meanwhile the cantrips do scale.

The master crossbowman artificer is cool, but not as cool as a potion hurling alchemist (the 1.0 model)
 
There is scaling, it's just not as flashy. Remember as you level up you get access to more infusions. At level 5 you get double attack. At 9th you get 3rd level spells. At 12th you unlock the 3rd tier of infusions, and 13th you get 4th level spells. 16th you get the strongest infusions in the game and make no mistake they are good and strong. Even the 12th level ones are great. Bracers of Archery are a solid extra +4 damage a turn, and don't forget there's nothing that says you have to use these yourself. You can pass this stuff off to party members. Fighters that high level would love Winged Boots to fly up and deal with flyers, the Bard or Rogue would get a lot of benefit out of the Hat of Disguise, at 12th level you just manufacture your own +2 weapon, etc. Even the weaker level 16 ones like Ring of the Ram can still be respectable. 6d10 damage isn't nothing. There's a lot of versatility in the Infusions. The class isn't flashy in the way that it progresses but it's definitely there. And I'm really not altogether worried about the Homunculus or the Turrets. The way I see it, you have to compare them to 1st level spells and in both cases they're far and away better than any other 1st level spells you can ask for with very few, if any acceptions. My main beef is with the Artillerist and needing to spend a whole action to summon the turret. It feels like a waste of a turn. It should really be a bonus action to summon it and then activate it in the same turn, otherwise the higher your level the harder it is to justify that kind of action cost.

The Artificer is the same as it's always been. Subtle, not flashy, and geared towards a support role and I'd be happy to have one in my party no problem. It's undertuned to be sure, but it's not a bad class by any stretch. It's incredibly versatile.
 

cbwjm

I can add a custom title.
Eberron in flavor, univeral in mechanics. There is nothing in the Wayfarers Guide to Eberron that gives greater access to +1 weapons, nor does that change the base proficiency of the class. AA is still a class feature that can easily end up a unusable one if you built your character wrong, and that is a thing that the designers have tried to avoid in the past. A class feature should function when you get it and not assume you built your character a certain way to use it.
All it requires is someway to make a weapon magical. It doesn't have to be a crossbow, they can use a short bow if they want to stay ranged. They have infusions and spells if they haven't found a magical weapon yet. More than likely anyone building an artificer who wants to make use of that 2nd attack will build for it. If they make a mistake the DM will either let them retcon their build or the player can correct it at 6th level.

basically, I get that some might make a mistake (just like I have with a 6th level evoker and there half cantrip damage ability), but it is an easy fix.
 

Paul Farquhar

Adventurer
Eberron in flavor, univeral in mechanics. There is nothing in the Wayfarers Guide to Eberron that gives greater access to +1 weapons, nor does that change the base proficiency of the class. AA is still a class feature that can easily end up a unusable one if you built your character wrong, and that is a thing that the designers have tried to avoid in the past. A class feature should function when you get it and not assume you built your character a certain way to use it.
Eberron is more than just "flavour". It is fundamental to the nature of the setting that "low level magic is commonplace". That means that you don't have to wait for the DM to dish out magic weapons - you can walk into a high street shop in Sharn and buy one off the shelf.

Then there is the Mark of Making, a dragonmark which is common amongst artificers, and allows you to turn any weapon into a +1 weapon for an hour.

And it's not unprecedented for an "extra attack" feature to be awarded that might be difficult for some builds to make use of - bladesinger, some bladepact warlocks.

Which is not to say that it isn't an issue when you want to make a Lantanise artificer in the Forgotten Realms. In which case you would most likely use a firearm, and an ability that added elemental damage to a single attack would work better than having to introduce automatic weapons in some way.
 

Azzy

Explorer
Yeah, I'm envisioning an alchemist artificer character proficient with calligraphy tools as a Japanese-style onmyouji casting spells with ofuda (paper talismans) and the homunculus as a shikigami. :)
 

doctorbadwolf

Explorer
I'm finally watching the dragon+ interview.

I love the parts of how your tool use interacts with your spellcasting.

I do think they need a slightly better weapon list, and the Artillerist should use weapons instead of wands, or be able to choose between weapons or wands.

I'd love to see a subclass that is all about delivering spells using ammunition, if we can't make that part of the Artillerist. I'd love to shoot an arrow/bolt/bullet at someone, and make Thunderwave come out of that target space.

edit: I am also really glad they landed on Spells Prepared. I do wish they could swap 1 spell per day as a short rest, like a versatility equivalent of Arcane Recovery. Maybe as a feature in a subclass.

I also really really wish that the Spell-Storing Item feature was an Infusion option, at a much lower level.

One thing that I wish the class had would be the ability to burn spell slots to recharge a magic item with charges.
 
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cbwjm

I can add a custom title.
I'm finally watching the dragon+ interview.

I love the parts of how your tool use interacts with your spellcasting.

I do think they need a slightly better weapon list, and the Artillerist should use weapons instead of wands, or be able to choose between weapons or wands.

I'd love to see a subclass that is all about delivering spells using ammunition, if we can't make that part of the Artillerist. I'd love to shoot an arrow/bolt/bullet at someone, and make Thunderwave come out of that target space.

edit: I am also really glad they landed on Spells Prepared. I do wish they could swap 1 spell per day as a short rest, like a versatility equivalent of Arcane Recovery. Maybe as a feature in a subclass.

I also really really wish that the Spell-Storing Item feature was an Infusion option, at a much lower level.

One thing that I wish the class had would be the ability to burn spell slots to recharge a magic item with charges.
I had, half-heartedly, started on rules for firearm ammunition which included alchemy shots and spell shots. Alchemy shots could be made by anyone proficient with alchemist supplies and included things such as dealing additional fire or acid damage or creating a cone of fire like a shotgun.

Spell shots were enchanted ammo that would do things like bind your target with the web spell, or blast the target and everyone in range with a fireball. I think I was creating a wizard subclass which used firearms and I wanted some special ammo to go with it.
 

doctorbadwolf

Explorer
I had, half-heartedly, started on rules for firearm ammunition which included alchemy shots and spell shots. Alchemy shots could be made by anyone proficient with alchemist supplies and included things such as dealing additional fire or acid damage or creating a cone of fire like a shotgun.

Spell shots were enchanted ammo that would do things like bind your target with the web spell, or blast the target and everyone in range with a fireball. I think I was creating a wizard subclass which used firearms and I wanted some special ammo to go with it.
I'd love to see something like that, though a lot of it is just...a different way to describe casting a spell, with maybe a different "does it land" mechanic and/or a change of range.

I think the way to go might be a feature that lets you use the ranges of your weapons when using your weapon as a spellcasting focus, and then focus new ammunition on things that are genuinely new?
 

Staffan

Explorer
I think it would be cool if the Replicate Item infusions had some more options based on specialization, leaning into the stuff that specialization's supposed to be good at. I think it might be even cooler if they could make limited-use items, like potions for alchemists and wands for artillerists. Perhaps those choices could be limited a bit (like Magical Secrets for bards), so they get one specialist item per item tier (2nd level, 12th level, 16th level). Come to think of it, I'd probably put the first one at something like 6th or 8th level, so they could get some juice in them.
 

cbwjm

I can add a custom title.
I'd love to see something like that, though a lot of it is just...a different way to describe casting a spell, with maybe a different "does it land" mechanic and/or a change of range.

I think the way to go might be a feature that lets you use the ranges of your weapons when using your weapon as a spellcasting focus, and then focus new ammunition on things that are genuinely new?
From memory what I had down in my notes was that spell-shots weren't just for casters, these were enchanted ammo that anyone with a firearm could use.

For the spell-sniper subclass, they were able to cast spells using their weapon and their weapon range. It would deal normal weapon damage in addition to the spell damage and were able to use the weapons range. Thing is, I think in many cases, the spell could easily have a better range than the firearm.
 
I'm finally watching the dragon+ interview.

I love the parts of how your tool use interacts with your spellcasting.
I agree. It oozes with flavor.

I do think they need a slightly better weapon list, and the Artillerist should use weapons instead of wands, or be able to choose between weapons or wands.
Artificers already can! "After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus." So all you need is the enhanced weapon infusion and you can use any weapon you want as your focus.

As for proficiencies, I'm fine with the base model but I think a subclas geared around using enchanted weapons and armor would be a great place to expand proficiency in weapons.


I'd love to see a subclass that is all about delivering spells using ammunition, if we can't make that part of the Artillerist. I'd love to shoot an arrow/bolt/bullet at someone, and make Thunderwave come out of that target space.
Basically, a retrofitted Arcane Archer as an artificer, mixed with IK's gunmage. I could see it.

edit: I am also really glad they landed on Spells Prepared. I do wish they could swap 1 spell per day as a short rest, like a versatility equivalent of Arcane Recovery. Maybe as a feature in a subclass.
I think "Right Cantrip for the Job" does a good impression of that, it just needs to come sooner.

I also really really wish that the Spell-Storing Item feature was an Infusion option, at a much lower level.
My belief is that Arcane Armament should get bumped to aforementioned enchanted weapon/armor subclass (Runesmith?), RCFtJ goes to 5th level, and Spell Storing Item goes to 10th, and a new ability comes in at 18th.

One thing that I wish the class had would be the ability to burn spell slots to recharge a magic item with charges.
Hmmm... considering they are half-casters, perhaps that would be a good near-high level ability to replace Spell Storing item after its moved down?
 

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