Talk:Artificer (5A)
Infusions
New or altered infusions are listed here.
Homunculus Servant
A Homunculus Servant has a number of d4 Hit Dice equal to your level and gains a one-time bonus to its Hit Points equal to your Intelligence modifier. Due to its 12 Constitution this results in Hit Points equal to (3.5) times your level + your Intelligence modifier (rounded down, minimum 10 Hit Points).
This rules is what I expect we will want to play with at higher levels, as I think the Homunculus Servant's HP will scale too slowly. We'll see how it works out.
Editor's Notes
Artificer, so hard to get right. Not only is this a generalist class, which are in itself hard, it is also a support class and a half-spellcaster, all tricky prospects. My premise for these changes is that the artificer is weak and that the way to rectify that is to make them more artificer-like.
- I removed Infusions Known as a concept, and increased the number of infusions by half.
- Infusions scale more over levels, around a 50% increase.
- Overnight Crafting lets them do a bit of crafting on adventures as long as a long rest is involved.
- Magical tinkering got more options, mostly for fun but with some utility.
- Artificers now get Mending as an additional cantrip, and can spend spell slots when casting Mending to quickly heal their own constructs.
- Right Tool for the Job now gives semi-proficiency.
- At level 3 you learn to infuse magical items. This can be a worrying complexity to new players, so a better wording would be nice.
- Magic item adept's ability to craft faster and more cheaply removed. In a game that actually allows and gives time for crafting the reduced cost can very quickly unbalance things.
- At level 13 and 17 your ability to concentrate improves. With the weak spells the artificer has compared to full casters, this is good but not outrageously so.
- Magic Item Adept at lvl 10 allows the artificer to use all scrolls and ignore spells required for crafting.
- Soul of Artifice no longer takes a reaction. You are very likely to be out of reactions when you use this.
Subclass Ideas
- Mirrors - redirects spells and effect by using a series of mirrors.
- Prosthetics
- Necromancer
- Ether
- Astral
- Clocks
- Slime
- Force
- Crystals
- Mason
- Animal statues/Law
- Artifacts
- Mutation
- Pioneer
- Soul-Eater
- Weather
- Glyphs - All-day spells work around concentration.
- Illusion
- Specific elements/materials - Fire, Cold, Lightning, Metal
- Size - Grow/Shrink
- Cook
- Golem
- Curses
- Futurist - loans things from the future
- Quartermaster - Buy items and later replicate them
- Headhunter - turn dead enemies into power
- Blue Agent - Extra-dimentional Merchant
- Clockwork - Release custom-made programmed clockwork to perform a specific task
- Infuser - Specialized in infusions
- Firearms
- Wishgate - Pull things out of chaos
- Scarabs - Swarms & insects
- Runes - Quick infusions?
- Plagiarist
- Totems
- Enchanter - Makes, identifies, and uses any type of magic item
- Shadow - Molds shadowstuff
- Card Shark - Infusions and effect from a deck of cards
- Reforger - Turn one magic item into another
- Bottlewright - Bottlewrights specialize in extradimensional spaces, fitting impossibly large things into tiny glass bottles
- Fleshless - You somehow lost your living body and now you are building an artificial one
- Mangnum Opus - Create a single special item
- Playful Genius - Does your party lack that fun factor?
- Psionic Infusion
- Ethical - Good/Evil
- Adventurer - Focus on non-artifice
- Harponeer
- Acoustics
- Ghost (ether) Buster
- Jinx
- Chandler
- Seeds
- Demolisher
- Trapsmith
- Brewer
- Ofuda-shi (お札師) – Not a standard term, but could mean “talisman master” or “seal-crafter” if invented for fiction.
- First Responder - Medic and medivac
- Rightwarden - Denies others the use of magic
- Astrographer - Uses celestial signs