Engilbrand
2015-02-24, 07:51 PM
First: I apologize if this looks a little rough.
I've been trying to knock out an Artificer for 5e, and I would love some feedback and ideas. Before you read, I would also like to point out that the item creation rules presented here would supersede those in the DMG. I got ideas for this from Keith Baker's Artificer conversion and the one that I found here:
https://docs.google.com/document/d/1Fh9ztmMJ8GPprdZdIprHyfhYkkBsOwn4z1T6tdtSsko/edit?pli=1
Artificer
Hit Die: d8
Proficiencies: Light and Medium Armor, Shields, Simple Weapons, 2 Artisan's Tools, or 1 Artisan's Tools and Thieve's Tools
Saving Throws: Con and Int
Skills: Choose 2 from Arcana, History, Investigation, Medicine, Religion, Sleight of Hands.
Focus: The Artificer needs a focus for his abilities. He may use his Artisan's Tools as his focus.
Levels
Craft Homunculus, Craft Potions and Scrolls (Common), Repair Construct, Cantrips
Imbue Weapons and Armor (+1), Spell Storing Item
Path Feature
Ability Score Improvement
Craft Potions and Scrolls (Uncommon), Identify
Craft Reserve, Craft Items (Uncommon), Retain Essence
Imbue Weapons and Armor (+2)
Ability Score Improvement
Craft Potions and Scrolls (Rare)
Craft Items (Rare)
Path Feature
Ability Score Improvement
Imbue Weapons and Armor (+3)
Craft Potions and Scrolls (Very Rare)
Craft Items (Very Rare)
Ability Score Improvement
Path Feature
Craft Potions and Scrolls (Legendary)
Ability Score Improvement
Craft Items (Legendary)
Craft Homunculus- This works like Find Familiar, only the Artificer crafts an Iron Defender. The stats are for a Wolf with the Construct Type.
Craft Potions and Scrolls- The Artificer can craft potions and scrolls of up to the rarity listed. He can only have up to his Intelligence Modifier in Potions crafted. For scrolls, he can only have as many scrolls crafted as his level in spells. Example: A first level Artificer with 18 Intelligence could craft and retain 4 potions and 1 first level scroll. At 10th level, with a 20 for Intelligence, he could have up to 5 potions, and enough scrolls to equal 10 levels worth of spells.
Repair Damage- This works as Lay on Hands, but it only affects Constructs and Objects. He may repair up to his level times 5 in points. A 5th level Artificer could repair up to 25 points to a Construct or Object.
Cantrips- Though he doesn't technically cast spells, the Artificer knows a few Cantrips. He knows 2 Cantrips at level 1, then learns new Cantrips at levels 5, 10, and 15. He may choose from: Makeshift Wand, Mending, Light, Blade Ward, Prestidigitation, and Shocking Grasp.
Imbue Weapons and Armor- During a short or long rest, the Artificer can enhance an ally's weapon or armor, thereby making it magic and giving it the specified bonus. He may do this twice per day and level 2, 3 times per day at level 7, and 4 times per day at level 13.
Spell Storing Item- Starting at level 2, the Artificer can create an item which holds a spell. He may do this up to his Intelligence modifier per day. If he decides to do this during a short rest, he must make an Arcana roll to imbue the spell into his temporary item. The DC to do this is 10 + Spell level. If he fails, he takes Spell Level (SL)d6 damage. If he tries to do this on the fly in combat, he must spend an Action Point/Heroic Point/Hit Die, and the DC becomes 10 + Spell Level (SL)x2. The level of said spell in either case can't be any more than half of his Artificer level.
Identify- The Artificer may cast Identify at-will.
Craft Reserve- The Artificer has a Craft Reserve of points of 6. He also gains one point per level. These are used to craft magic items.
Craft Items- The Artificer may use his Craft Reserve points to craft magic items. He is limited by rarity listed in parentheses. The time it takes to craft these items and the point costs are listed below:
Uncommon- 1 day, 2 Craft Points
Rare- 1 week, 4 Craft Points
Very Rare- 1 month, 6 Craft Points
Legendary- 10 Craft Points
In all cases, the player must work with the DM on appropriateness of item. Items with more than just a +1/2/3 bonus may require additional materials. Smells like a quest!
Retain Essence- You may destroy a magic item to gain Craft Points. The points gained are equal to half the point cost to create an equivalent item. Example: An Uncommon item could be destroyed to gain 1 Craft Point. With 2 items destroyed, you could craft your own Uncommon Item.
Makeshift Wand
Evocation Cantrip
Range 60 feet
Choose 2 elements when you first learn this spell: Acid, Cold, Fire, Lightning, Thunder. When you cast the spell, choose which of your elements to cast it as. The spell deals 1d8 damage, then an extra d8 at levels 5, 11, and 17.
Paths (I'm struggling with these and will need to look at them more)
Path of the Battlesmith
Improved Imbue- Starting at level 3, when you use Imbue Weapons and Armor, you may add an extra effect. When you Imbue a weapon, you may add elemental damage to it. Choose from Acid, Cold, Fire, Lightning, or Thunder. The character wielding the weapon decides when to activate the elemental enchantment. It then lasts for 1 minute. The weapon deals and extra 1d8 of the chosen element on a successful hit. This damage increases to 2d8 at level 7, and 3d8 at level 13. When you cast this on Armor, you may choose 1 damage type that the armor gains Resistance to for the duration of the enchantment. You may choose 2 damage types at level 7, and 3 at level 13.
I'm not sure where to go from here. I would greatly appreciate ideas, recommendations, and critiques.
I think that Use Magic Device should go somewhere.
I've been trying to knock out an Artificer for 5e, and I would love some feedback and ideas. Before you read, I would also like to point out that the item creation rules presented here would supersede those in the DMG. I got ideas for this from Keith Baker's Artificer conversion and the one that I found here:
https://docs.google.com/document/d/1Fh9ztmMJ8GPprdZdIprHyfhYkkBsOwn4z1T6tdtSsko/edit?pli=1
Artificer
Hit Die: d8
Proficiencies: Light and Medium Armor, Shields, Simple Weapons, 2 Artisan's Tools, or 1 Artisan's Tools and Thieve's Tools
Saving Throws: Con and Int
Skills: Choose 2 from Arcana, History, Investigation, Medicine, Religion, Sleight of Hands.
Focus: The Artificer needs a focus for his abilities. He may use his Artisan's Tools as his focus.
Levels
Craft Homunculus, Craft Potions and Scrolls (Common), Repair Construct, Cantrips
Imbue Weapons and Armor (+1), Spell Storing Item
Path Feature
Ability Score Improvement
Craft Potions and Scrolls (Uncommon), Identify
Craft Reserve, Craft Items (Uncommon), Retain Essence
Imbue Weapons and Armor (+2)
Ability Score Improvement
Craft Potions and Scrolls (Rare)
Craft Items (Rare)
Path Feature
Ability Score Improvement
Imbue Weapons and Armor (+3)
Craft Potions and Scrolls (Very Rare)
Craft Items (Very Rare)
Ability Score Improvement
Path Feature
Craft Potions and Scrolls (Legendary)
Ability Score Improvement
Craft Items (Legendary)
Craft Homunculus- This works like Find Familiar, only the Artificer crafts an Iron Defender. The stats are for a Wolf with the Construct Type.
Craft Potions and Scrolls- The Artificer can craft potions and scrolls of up to the rarity listed. He can only have up to his Intelligence Modifier in Potions crafted. For scrolls, he can only have as many scrolls crafted as his level in spells. Example: A first level Artificer with 18 Intelligence could craft and retain 4 potions and 1 first level scroll. At 10th level, with a 20 for Intelligence, he could have up to 5 potions, and enough scrolls to equal 10 levels worth of spells.
Repair Damage- This works as Lay on Hands, but it only affects Constructs and Objects. He may repair up to his level times 5 in points. A 5th level Artificer could repair up to 25 points to a Construct or Object.
Cantrips- Though he doesn't technically cast spells, the Artificer knows a few Cantrips. He knows 2 Cantrips at level 1, then learns new Cantrips at levels 5, 10, and 15. He may choose from: Makeshift Wand, Mending, Light, Blade Ward, Prestidigitation, and Shocking Grasp.
Imbue Weapons and Armor- During a short or long rest, the Artificer can enhance an ally's weapon or armor, thereby making it magic and giving it the specified bonus. He may do this twice per day and level 2, 3 times per day at level 7, and 4 times per day at level 13.
Spell Storing Item- Starting at level 2, the Artificer can create an item which holds a spell. He may do this up to his Intelligence modifier per day. If he decides to do this during a short rest, he must make an Arcana roll to imbue the spell into his temporary item. The DC to do this is 10 + Spell level. If he fails, he takes Spell Level (SL)d6 damage. If he tries to do this on the fly in combat, he must spend an Action Point/Heroic Point/Hit Die, and the DC becomes 10 + Spell Level (SL)x2. The level of said spell in either case can't be any more than half of his Artificer level.
Identify- The Artificer may cast Identify at-will.
Craft Reserve- The Artificer has a Craft Reserve of points of 6. He also gains one point per level. These are used to craft magic items.
Craft Items- The Artificer may use his Craft Reserve points to craft magic items. He is limited by rarity listed in parentheses. The time it takes to craft these items and the point costs are listed below:
Uncommon- 1 day, 2 Craft Points
Rare- 1 week, 4 Craft Points
Very Rare- 1 month, 6 Craft Points
Legendary- 10 Craft Points
In all cases, the player must work with the DM on appropriateness of item. Items with more than just a +1/2/3 bonus may require additional materials. Smells like a quest!
Retain Essence- You may destroy a magic item to gain Craft Points. The points gained are equal to half the point cost to create an equivalent item. Example: An Uncommon item could be destroyed to gain 1 Craft Point. With 2 items destroyed, you could craft your own Uncommon Item.
Makeshift Wand
Evocation Cantrip
Range 60 feet
Choose 2 elements when you first learn this spell: Acid, Cold, Fire, Lightning, Thunder. When you cast the spell, choose which of your elements to cast it as. The spell deals 1d8 damage, then an extra d8 at levels 5, 11, and 17.
Paths (I'm struggling with these and will need to look at them more)
Path of the Battlesmith
Improved Imbue- Starting at level 3, when you use Imbue Weapons and Armor, you may add an extra effect. When you Imbue a weapon, you may add elemental damage to it. Choose from Acid, Cold, Fire, Lightning, or Thunder. The character wielding the weapon decides when to activate the elemental enchantment. It then lasts for 1 minute. The weapon deals and extra 1d8 of the chosen element on a successful hit. This damage increases to 2d8 at level 7, and 3d8 at level 13. When you cast this on Armor, you may choose 1 damage type that the armor gains Resistance to for the duration of the enchantment. You may choose 2 damage types at level 7, and 3 at level 13.
I'm not sure where to go from here. I would greatly appreciate ideas, recommendations, and critiques.
I think that Use Magic Device should go somewhere.