Talk:Artificer (5A)

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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