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General Tabletop Discussion
*Dungeons & Dragons
What New Classes Should Be Added One D&D PHB?
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<blockquote data-quote="Levistus's_Leviathan" data-source="post: 8742338" data-attributes="member: 7023887"><p>How do Artificers not fit Lantan? It's an island of magical crafters that make guns, submarines, and magic gunpowder. And that's only one example I listed you take issue with. </p><p></p><p>Battle Smith is good. They get what basically amounts to a permanent Spiritual Weapon that can also deflect and take attacks, are a SAD "gish" character, and (with the DMs permission) can use firearms . </p><p></p><p>Plenty of classes have gotten subclasses in setting books tailored to suit that setting. </p><p></p><p>Artificer-like characters are included in The Elder Scrolls, Dragon Age, The Cosmere, and a lot of other popular fantasy series/games. </p><p></p><p>I agree that Artillerist is hard to justify in a lot of settings. But Battle Smiths, Alchemists, and Armorers don't have that problem. Steel Defenders can easily be pet golems, Alchemists are a staple of fantasy, and Armorers design specific magical armor. Nothing inherently "sci-fi" about any of those. </p><p></p><p>They do have some trap options (just like most other classes), and their useful spells/infusions are dependent on what build you're making, but it's really not hard to use the Artificer's versatility to maximize your power. Battle Smiths just need a magic weapon infusion, Artillerists and Alchemists want the Enhanced Arcane Focus, and Armorers want Enhanced Defense. And spell selection also depends on your subclass, with Alchemists and Battle Smiths focusing more on support while Armorers and Artillerists focusing more on damaging spells. </p><p></p><p>Every spellcasting class has trap spells and other trap options. Warlocks arguably don't have it any worse than the Artificer does.</p></blockquote><p></p>
[QUOTE="Levistus's_Leviathan, post: 8742338, member: 7023887"] How do Artificers not fit Lantan? It's an island of magical crafters that make guns, submarines, and magic gunpowder. And that's only one example I listed you take issue with. Battle Smith is good. They get what basically amounts to a permanent Spiritual Weapon that can also deflect and take attacks, are a SAD "gish" character, and (with the DMs permission) can use firearms . Plenty of classes have gotten subclasses in setting books tailored to suit that setting. Artificer-like characters are included in The Elder Scrolls, Dragon Age, The Cosmere, and a lot of other popular fantasy series/games. I agree that Artillerist is hard to justify in a lot of settings. But Battle Smiths, Alchemists, and Armorers don't have that problem. Steel Defenders can easily be pet golems, Alchemists are a staple of fantasy, and Armorers design specific magical armor. Nothing inherently "sci-fi" about any of those. They do have some trap options (just like most other classes), and their useful spells/infusions are dependent on what build you're making, but it's really not hard to use the Artificer's versatility to maximize your power. Battle Smiths just need a magic weapon infusion, Artillerists and Alchemists want the Enhanced Arcane Focus, and Armorers want Enhanced Defense. And spell selection also depends on your subclass, with Alchemists and Battle Smiths focusing more on support while Armorers and Artillerists focusing more on damaging spells. Every spellcasting class has trap spells and other trap options. Warlocks arguably don't have it any worse than the Artificer does. [/QUOTE]
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What New Classes Should Be Added One D&D PHB?
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