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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: 8742439" data-attributes="member: 7023887"><p>Rune-carving dwarves is what I'm referring to from Dragon Age. Specifically, Sandal Feddic, who uses Lyrium to carve magical runes into mundane objects that (off screen) allows him to kill a lot of enemies, and he can enchant the main character's armors/weapons</p><p></p><p>Artifabrians in the Cosmere use tuning forks, specific metals, stormlight, and gems to trap magical creatures (similar to elementals and fey) in devices that can harness their magical energy and produce a variety of effects (which may or may not be connected to the Surges). That's a pretty similar concept to D&D Artificers, which use objects to tap into the Weave and cast "spells" and make magic items. </p><p></p><p>Nimblewrights and guns come from Lantan. A Lantan Battle Smith with a gun that has a Steel Defender that looks like a Nimblewright would fit in the Forgotten Realms. Or if they reflavored their blasting spells as Smokepowder, an Artillerist could fit. </p><p></p><p>"Design" is flavoring the mechanics of the class/subclass, which is explicitly encouraged in the class. The Armorer has different "models" of their Arcane Armor that they can customize with infusions. The subclass says "your metallurgic pursuits have led to you making armor a conduit for your magic". They are designing armor that channels their magic in different styles, which they can modify in multiple ways. The mechanics are a simplification of the "research" process, just like wizards automatically receiving new spells in their spellbook is a simplification of them discovering how to access higher level magic. </p><p></p><p>Apologies if you didn't mean sci-fi, I guess I misread your "it doesn't fit a popular <em>fantasy </em>archetype" post from earlier. I thought you were implying with the italicization that there was another genre that artificers are better for (and people commonly complain that they're "too sci-fi for D&D"). </p><p></p><p>Martial characters choose their subclass, combat-enhancing feats/ASIs, and fighting styles (except barbarians). Battle Masters get to choose maneuvers, too. There are "trap" fighting styles (Great Weapon Fighting and Protection come to mind), trap feats (Savage Attacker, for example), and trap subclasses (Battlerager and Berserker Barbarian, Purple Dragon Knight, Arcane Archer, and Champion Fighters, Way of the Four Elements Monks, PHB Ranger subclasses)</p><p></p><p>That's only if you know how good Agonizing Blast is. Which requires familiarity with the system. Pact of the Blade is a trap option, the Eldritch Invocations that give you a spell you can cast once a day with a spell slot are traps compared to many other options, and some of the subclasses are bad (Undying is the most egregious). And with how few spells Warlocks get to learn/cast, some of the spell options are traps, too. </p><p></p><p>The optimal option for different Artificer subclasses is just as simple as "Eldritch Blast and Agonizing Blast". Battle Smiths need one of the Magic Weapon infusions, and they're good. Armorers need armor-increasing ones and eventually a magic weapon one, and they're good. Alchemists and Artillerists need an Enhanced Arcane Focus, and they're good. 1-2 infusions required to be as optimal in your role as the Warlock is in the Eldritch Blast spamming.</p></blockquote><p></p>
[QUOTE="Levistus's_Leviathan, post: 8742439, member: 7023887"] Rune-carving dwarves is what I'm referring to from Dragon Age. Specifically, Sandal Feddic, who uses Lyrium to carve magical runes into mundane objects that (off screen) allows him to kill a lot of enemies, and he can enchant the main character's armors/weapons Artifabrians in the Cosmere use tuning forks, specific metals, stormlight, and gems to trap magical creatures (similar to elementals and fey) in devices that can harness their magical energy and produce a variety of effects (which may or may not be connected to the Surges). That's a pretty similar concept to D&D Artificers, which use objects to tap into the Weave and cast "spells" and make magic items. Nimblewrights and guns come from Lantan. A Lantan Battle Smith with a gun that has a Steel Defender that looks like a Nimblewright would fit in the Forgotten Realms. Or if they reflavored their blasting spells as Smokepowder, an Artillerist could fit. "Design" is flavoring the mechanics of the class/subclass, which is explicitly encouraged in the class. The Armorer has different "models" of their Arcane Armor that they can customize with infusions. The subclass says "your metallurgic pursuits have led to you making armor a conduit for your magic". They are designing armor that channels their magic in different styles, which they can modify in multiple ways. The mechanics are a simplification of the "research" process, just like wizards automatically receiving new spells in their spellbook is a simplification of them discovering how to access higher level magic. Apologies if you didn't mean sci-fi, I guess I misread your "it doesn't fit a popular [I]fantasy [/I]archetype" post from earlier. I thought you were implying with the italicization that there was another genre that artificers are better for (and people commonly complain that they're "too sci-fi for D&D"). Martial characters choose their subclass, combat-enhancing feats/ASIs, and fighting styles (except barbarians). Battle Masters get to choose maneuvers, too. There are "trap" fighting styles (Great Weapon Fighting and Protection come to mind), trap feats (Savage Attacker, for example), and trap subclasses (Battlerager and Berserker Barbarian, Purple Dragon Knight, Arcane Archer, and Champion Fighters, Way of the Four Elements Monks, PHB Ranger subclasses) That's only if you know how good Agonizing Blast is. Which requires familiarity with the system. Pact of the Blade is a trap option, the Eldritch Invocations that give you a spell you can cast once a day with a spell slot are traps compared to many other options, and some of the subclasses are bad (Undying is the most egregious). And with how few spells Warlocks get to learn/cast, some of the spell options are traps, too. The optimal option for different Artificer subclasses is just as simple as "Eldritch Blast and Agonizing Blast". Battle Smiths need one of the Magic Weapon infusions, and they're good. Armorers need armor-increasing ones and eventually a magic weapon one, and they're good. Alchemists and Artillerists need an Enhanced Arcane Focus, and they're good. 1-2 infusions required to be as optimal in your role as the Warlock is in the Eldritch Blast spamming. [/QUOTE]
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