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Downtown
2015-04-23, 01:53 PM
Artificer

Role:
An artificer takes on the role of a magical item expert, providing much of the flexibility as a wizard, the critical eye of a rogue and combining access to magical effects that the rest of the party would not normally have access to. The artificer is often looked to provide solutions for situations where either brute strength is not enough or the available spells are not appropriate to the task at hand. While most are not suited for front-line combat, given the proper time to prepare, an artificer's infusions can easily turn the rest of the party into a tailor-made fighting force against their chosen foe.

Basic Class Idea:

Master of knowledge:
An artificer devote much of their time to the learn skills. He is a master of knowledge in many of its aspects and also in the creation and use of tools from many different disciplines. He is always looking for more knowledge wither in the arcane arts of simply the mundane.

Fundamentals of Magic:
An artificer has a keen mind and a fundamental understanding of magic in all its forms. To an artificer the spells of a wizard or a cleric are no different, and understanding how to use both is a part of what he does every day. Artificer are always on the lookout for some new magical spell, some new glimmer of the fundamentals that make magic possible. He can create both temporary and permanent magic items that can be useful in combat, either through his infusions or if he has enough preparation by creation of items that can tip the battle in his allies favor.

Class Features:
Hit Points
Hit Die: 1d8 per Artificer Level
Hit Points at First Level: 8 + your Constitution Bonus
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st

Proficiencies
Armor: Light Armor, Medium Armor, Shield
Weapons: Simple Weapons, Crossbows, Guns (if used in Campaign)
Tools: Thieves Tools + 1 artisan tools
Saving Throws: Intelligence and Wisdom
Skills: Pick 3 for this list: Sleight of Hand, Stealth, Arcana, History, Investigation, Insight, Medicine, Perception, Deception, Persuasion




Level
Features
Infusions
Max Level of Scroll
1st
2nd
3rd
4th
5th


1
Infusions, Spell Schema, Infuse Scroll, Expertise
2
1







2
Spell Casting, Infuse Craft Potions, Cantrips
2
1
2






3
Vocation, Use Magic Item, Create Magic Items
2
2
3






4
Ability Score Increase
3
2
3






5
Infuse Magic Weapons and Armor
3
2
4
2





6
Vocation Expertise, Instant Infusion
4
2
4
2





7
Vocation Feature, Homunculus
4
3
4
3





8
Ability Score Increase
4
3
4
3





9
Infuse Uncommon Magic Item
4
3
4
3
2




10
Extra Attunement
5
4
4
3
2




11
Infuse Rare Magic Item, Advanced Use Magic Item
5
4
4
3
3




12
Ability Score Increase
5
4
4
3
3




13
Vocation Feature, 2nd Homunculus
6
5
4
3
3
1



14
Infuse Very Rare Magic Item
6
5
4
3
3
1



15
Extra Attunement
6
5
4
3
3
2



16
Ability Score Increase
6
5
4
3
3
2



17
Vocation Feature
7
5
4
3
3
3
1


18
Infuse Legendary Magic Item
7
5
4
3
3
3
1


19
Ability Score Increase
7
5
4
3
3
3
2


20
Empowered
7
5
4
3
3
3
2



Infusions:
You have an inner power to create temporary magic items, for your use or the use of your allies. You can use these infusions to initially create scrolls but as your experience deepens you will be able to infuse potions, weapons and armor, and based on your vocation more amazing things. You only have a limited amount of infusions each day and the items last until expended or the start of a long rest, which ever happens first. At the start of a long rest you must choose if you are going to infuse old items, create new items, or hold the infusions for later in the day. Later you can choose after a short rest or a time period of 10 minutes you can expend infusions to create additional temporary magic items.

Spell Schema:
You can learn any spell as a schema that you keep in your schema book. A schema differs from a spell in that a schema is the understanding needed to place infuse the spell into a magic item but not to cast the spell itself. Therefore you cannot cast the spell directly but are able to create scrolls with the spell on it. The knowledge also allows you to create items that have the prerequisite spell as requirement for creation. Certain vocations also have the ability to infuse other items besides scrolls with schema.

The schemas are not the same as arcane or divine spells, but is a more basic form of understanding magic that is inherent to both type of magic. Therefore anything you create with your schemas will be neither arcane nor divine magic, and requires another artificer to understand the underlying schema.

You starts with 5 + Intelligence ability modifier schemas in your schema book and gains 2 additional every level. All schemas must be below your maximum level range (this includes cantrips, you can only copy these cantrips into scrolls and cannot cast them at will.) You can also copy the addition spells into your schema book by examining a scroll, a spell book, or schema book. This does not use up the scroll. Whenever another caster casts a spell that is not located in your schema book and is with your schema level range, as a reaction you can make an Arcane (Intelligence) check against the caster's spell DC. If successful you remember the details of spell and can add it to your schema book. You can only remember one spell and if you attempt to remember a second spell before placing the first in your schema book, you will forget the first spell. The cost and time for copy a spell into a schema book is half that of a wizard.

A artificer automatically know how to use his known spell as a schema and does not need to keep schema of the spell in his schema book, this includes spells he gained from multi-classing. Note that because artificer also cast spells, you can create a scroll with an schema that an artificer could not normally cast as spell at the current level. Learn such schema does not give you that ability to cast it as a normal spell until you reach the required level. If you picked such a schema while leveling you would not be able to choose another to replace when reach the appropriate level to cast it normally.

Infuse Scroll:
You can create scrolls that are bound to your inner power. Creating a scroll requires you to copy to a schema from your schema book and then charging the scroll with an infusion. These scrolls can cast by anyone that can normally cast it but it cannot be used by others to copy the spell into their spell books. During a long rest you must infuse any unused scrolls or they crumble to dust.

Expertise:
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Infuse Potions:
At 2nd level, you can craft potions with an infusion. You may pick a potions below and if you are high enough artificer level you may create a batch of potions with a single infusion. The batch must all be the same type of potion. For Example, you cannot create a potion of climbing and growth in the same batch. These potions effect anyone who drinks the small vials. At the beginning of a long rest the vials must be returned to you in order to infuse the item again, otherwise the potions lose their magical properties.




Starting level
Potions
2x batch
3x batch
4x batch


2nd
Climbing, growth, or healing
4th
8th
13th


3rd
Mind reading or greater healing
7th
12th
18th


5th
Invisibility, superior healing, or water breathing
11th
18th


7th
Resistance
15th



Spell Casting:
At 2nd level you casts Artificer spells. Artificer's spells are generally cast on items. Artificers have a limited number of spells per day, based on their level. Similar to other spell casters, artificers regain their spells after a long rest. You can cast any spell you know without preparing them ahead of time.

You prepare the list of artificer spells that are available for you to cast. To do so, choose a number of artificer spells from your spell list equal to your Intelligence modifier plus one half your artificer level (minimum of one spell). The spells must be of a level for which you have spell slots.

While rare, artificer's spells that have saving throws have their DC equal to 8 + your proficiency bonus + your Intelligence modifier.

Cantrips:
Artificers also gain three cantrips, from his list of available cantrips. At level 11 he can pick a fourth. You can use these cantrips at will.

Use Magic Device:
By 3rd level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race requirements on the use of magic items. At 11th you may ignore level requirements.

Create Permanent Magic Item:
Some campaigns allow the all Spell-casters to start creating magic items at 3rd. If your campaign does, artificer will also be able to make items at the correct level but they also have a few advantages. First they automatically can craft spell scroll for any spell that they know as a spell schema or infusions. They also know the formula for any potion that they can infuse but must wait for the appropriate level in order to create the magic item based on it rarity. Also if the magic item other than spell scroll requires a spell in order to complete the creation of the item, they may ignore the requirement.

Warning to DMs some items become too powerful when changed into temporary items. You may forbid certain items from become temporary items, or may require the temporary item to need some rare substance in order to work. This category is mostly permanent items that have charges but are not wands. An example is the necklace of fireball. In this case you may require multiple charge in order to get the item to multiple beads.

If you are playing a campaign where the Player Character will not be able to craft magic items it is still possible to play this artificer class. In this case when the character reaches 8th level and is supposed to receive his first formula, the character would receive two and would continue to receive one each level from then on. These formulas can only be used to create temporary magic items. Since the group would not receive formulas in treasure the artificer would still be able to progress with his infusion ability, the formula's rarity would be for an item appropriate for level of artificer.

Infuse Magic Weapons and Armor:
At 5th level you can infuse your item infuse weapons and armor to make them magical. When infused a weapon or armor gains a +1 bonus as if it were a magical item and retain that property until you take a long rest. If you infuse an already magic item, its original magical properties will be suppressed during the time the infusion is active on the item. At higher artificer levels you may increase the number items effected and bonus applied. You must touch all items you want to infuse at the time of infusion and all items must receive the same bonus.




Minimum level
Armor/Weapon Bonus
2 items
3 items


5th
+1 armor or shield
10th
15th


7th
+1 weapon/20 items of ammunition
12th
17th


11th
+2 armor or shield
17th


13th
+2 weapon/20 items of ammunition
19th


17th
+3 armor or shield


19th
+3 weapon/20 items of ammunition



Vocation Expertise:
At 6th level the artificer, the skill and tool gained from your vocation gain expertise. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. If the skill already has expertise they do not stack, instead pick another skill from the skills available at level 1

Instant Infuse Items:
At 6th level you can infuse as an action instead of spending ten minutes. You must then finish a long rest before using the ability again except if your campaign uses action points. In that case you may spend an action point to use ability again before the long rest. You may use as many action points as you have but only one per use of this ability. If the item requires activation, you can activate the item as a bonus action on that turn. You can't infuse very rare or legendary magic items with this ability. At 13th level you can instant infuse twice per long rest without using an action point.

Homunculus:
At 7th level you learns to create a tiny magic construct from the list below. Once selected the Homunculus cannot be changed. If Homunculus is damage or destroyed it can be repaired to full hit points after a long rest.
You gains a second Homunculus at 13th level. All Homunculus can be repaired during the same long rest.

Levitating Lantern
This Homunculus is a simple light source that hovers in the air. It can be command by voice or hand gesture. It normal follows you around, but can be commanded to move up to 200' away at 30' a round. It can be set to 4 levels of brightness. Bright is 60' light radius. Normal is 30' light radius. Dim is 15' light radius. Off is completely turns the light off. The bright setting is strong enough to trigger light sensitivity. The Homunculus has hit points equal to 10+your level, every other stat is the same as yours. It does not skills and cannot use tools. It generally looks like a glow bug, a lantern, or a sphere. But is can look like any item of tiny size.

Mechanical Arm
This Homunculus is an extra arm that can manipulate objects, but cannot use a weapon or shield. This allows you to use a second item without costing an action. The Mechanical Arm cannot be target separately and uses your skills when manipulating objects.

Windup Lookout
This Homunculus is small creature. It can be used for scouting or guarding a camp. It normal follows you around, but can be commanded to move up to 200' away at 30' a round. It has hit points equal to 10+ your level, every other stat is the same as yours. It has both stealth and perception equal to your level + proficiency bonus if you are not proficient in the skill. It generally look like a small animal but can look like any mobile object of tiny size. When alert it will either sound an alarm or return to you and acknowledge that it has located something. It can be set to alert on all creatures or a specific creature type/race.

Travel Trunk
This Homunculus is a medium sized chest with feet. It will follow directly behind you unless told to stay. It has hit points equal to 10+ your level, every other stat is the same as the artificer. It has not skills and cannot use tools. When asked for an item, that item will appear at the top of the items in the chest so that the item does not need to be searched for. It has a movement speed of 30', and cannot climb vertical surfaces.

Spell Container
This Homunculus can hold a touch spell for a single round in order to convey it to a friendly target. You cast the spell upon the Homunculus and then whisper to it the intended target. The Homunculus will then move 30' toward the target, if it reaches it, it will wait in the same square as the target. During that character's round, the character can use the spell container on the needed item in his possession as a bonus action. At the start of your turn, it will loss the spell and attempt to return to the artificer at 30' per round. Either way the spell has been considered cast. It has hit points equal to 10+artificer's level, every other stat is the same as the artificer. It does not have skills and cannot use tools. It generally looks like a bug or bird. But is can look like any item of tiny size.

Dedicated Wright
This Homunclus normal does not travel with Artificer but instead stays home and works on the creation of magic items. It can be given access to a formula and then will complete item for it master. The cost and materials for creating the item must be given to the Wright before it can begin. On any day that the artificer does not work on the creation of a magic item the wright may apply half a day’s work to the item it has been given to construct. It will only know how to create one item at a time, so it must be instructed by its owner before another type of item can be created, although it can make more than one of the item without instruction as long as it has the needed materials available. The artificer can take over the creation at any time, and the homunclus can be given partially completed items to work on. It has hit points equal to 10+ your level, every other stat is the same as the artificer and is shaped like a small humanoid.

Infuse Uncommon Magic Item:
You learn one formula that is either common or uncommon. You may request an item that the artificer has seen or heard of or the DM will give you a list of 3 items to pick from, you may select one item from the list. Once selected the DM will assign certain tasks that acquire rare blueprints to create the item called formulas. This may include an actual quest and an expenditure or gold or influence. You may also need rare ingredients for the creation of items.
You may also create temporary common and uncommon Magic Items that you know the formula for. This can be done by spending a infusion. Items that are single use (such as potions) or permanent (such as a magical bow) will work just like stated. An item that uses charges will only have as many charges as it would gain daily. If the item has charges you may use more than one infusion (no additional time needed) at creation to increase the charge by its daily charge amount per additional infusion. This must be done together at the time of creation. If the item needs attunement you can automatically attune the item during its creation to one person, who must be present. It can attuned to another person during a short rest, like other magic items. A character cannot go over their limit of legal attunements.

Extra Attunement:
At 10th level you can attune to one more magical object above the three item limit, increasing his limit to four. At 15th level you can attune to two more magical objects above the three item limit, increasing his limit to five.

Infuse Rare Magic Item:
At 11th level you learn a single formula that is rare. You can also make temporary rare magic items following the rules for uncommon magic items.

Infuse Very Rare Magic Item:
At 14th level you can create a single formula that is very rare. You can also make temporary very rare magic items following the rules for uncommon magic items. Such items cost 2 infusions.

Infuse Legendary Magic Item:
At 18th level you can create a single formula that is legendary. You can also make temporary legendary magic items following the rules for uncommon magic items. Such items cost 3 infusion charges.

Empowered:
At 20th level you regain one infusion at the beginning of every short rest, up to a maximum of you intelligence modifier times per day. You cannot exceed you maximum limit for infusions that are unused or still held in infused items.

Downtown
2015-04-23, 01:55 PM
Vocations

Alchemist (Healer, Ranged)

Bonus Proficiency:
At 3rd level you gain proficiency with Medicine and Alchemist Tools. If you are already proficient with Medicine you may choose another skill available to you at level 1. Medicine is still the skill you gain expertise with the vocation expertise feature at 6th level. If you are already proficient with Alchemist Tools you may choose another set of artisan tools. Alchemist tools is still the tool you gain expertise with the vocation expertise feature at 6th level.

Vocation Spells:
You can cast Cure Wounds, Healing Word, Prayer of Healing, and Mass Healing Word spells. They cannot be learn as such by other Artificers.

Superior Potion Infusion:
When you infuse potions you can infuse one additional potions per batch as normal artificers.

Infuse Bomb:
You can also infuse deadly concoctions with your infusion points. Each infusion produces three bombs. When thrown at a target he and all creatures in with 5 feet of him must make a successful dexterity save versus spell casting DC. Any creature that falls the roll takes 2d6 fire, cold, or acid damage (your choice.) All creatures must take the same type and amount of damage.

Greater Potion Infusion:
At 7th level you may add the following potions to your list of possible. These potions are not affect by the superior potion infusion ability.



Potions
2x batch
3x batch


Potion of Gaseous Form, Elixir of Health
11th
18th


Potion of Supreme Healing, Potion of Invulnerability,Potion of Flying
15th



Augment Bomb:
At 7th level your bombs now do 4d6 damage, and you can choose one the following augments to add to the bomb:

Healing - Instead of damaging, your Bomb heals all creatures for half the damage roll, no save throw is needed.
Flash - All creatures that fail their saving throw are blinded for 1 round
Poison - All creatures that fail their saving throw are poisoned for 1 round
Selective - You may choose one creature not to be affected that would normally be.

The Augmentation is selected when the bombs are infused. You may select different augmentation for each bomb you infuse.

Superior Taste:
Starting at 13th level, you may also learn a formulas for potions by just sipping a potion. This will allow you to write the formula down in your schema book, if you can create magic items of the rarity. This does not use up the potion.

Additional Bomb Augmentation:
At 13th level you bombs now do 6d6 damage, and you can add the follow options to the list of augmentation for your bomb:

Increase Radius - The radius of affected creatures is 10 feet.
Grappled - All creatures that fail their saving throw are restrained as per the Web spell.
Frightening - All creatures that fail their saving throw are frightened of you.

Double Augmentation:
At 17th level you bombs now do 8d6 damage and you may pick two augmentation for each a bomb.

Elixir of Life:
At 17th level you create a special elixir the when drunk will produce one of three effect.



Remove one month of aging from the drinker.
Cast True Resurrection on the drinker.
If the drinker dies within the next month she instantly return to life, as per true resurrection.


You can only make one elixir a month and the elixir goes bad after one day if not drunk.

Gunsmith (Ranged)

Vocation Spells:
You can cast Hunter's Mark, Lightning Arrow, Conjure Barrage, and Conjure Volley spells. They cannot be learn as such by other Artificers.

Bonus Proficiency:
At 3rd level you gain proficiency with Perception and Gun Smith Tools. If you are already proficient with Perception you may choose another skill available to you at level 1. Perception is still the skill you gain expertise with the vocation expertise feature at 6th level. If you are already proficient with Gun Smith Tools you may choose another set of artisan tools. Gun Smith Tools is still the tool you gain expertise with the vocation expertise feature at 6th level.
Gun Smith tools cost 25gp and allow you to fix your firearms and craft your own firearms and firearm ammunition. It weighs 1 pound.

Augmented Gun:
At 3rd level, you learn to construct and repair muskets and pistols are proficient in using it. You can describe it anyway you want but the stats are given in the DMG. You can augment two of your guns, giving you a +2 on attacks with these guns. This bonus does not stack with archery training when using your gun. If you have the ranged feats such as crossbow expert or sharpshooter you can use them with Musket and Pistol as appropriate for size and handiness. The two guns allows gain an magical enhancement bonus equal to the maximum bonus you can apply to weapons when infusing them. It takes one week to modify which gun you are augmenting.

Stun Shot:
At 3rd level, after you hit another creature with a shot from your gun, you can spend one infusion to attempt a stun shot. The target must make a successful Constitution saving throw versus you casting DC or be stunned until the end of your next turn.
At 7th level this also knock the target prone, at 13th this paralyzes the target as well.

Elemental Shot:
At 3rd level, after you hit another creature, you can spend one infusion to do additional 3d8 damage of your choice of fire, cold, thunder, lightning, or acid damage. This damage increases to 5d8 at 7th, 7d8 at 13th, and 9d8 at 17th.

Double Tap:
At 7th level if you successful hit a creature with a shot from your gun, you may take a second shot against it as a bonus action, ignoring the loading property of the gun.

Sniper:
At 13th level when you roll a critical with an attack from your gun, you gain one infusion, you cannot exceed your maximum infusion per day.
You also do not take disadvantage when shooting at maximum range.

Sharp Shooter:
At 17th level, you critical on a roll of 19 or 20.

Machinist (Melee)

Vocation Spells:
You can cast Flaming Smite, Thunderous Smite, Staggering Smite and Banishing Smite spells. They cannot be learn as such by other Artificers. They are always prepared and don't count against your maximum prepared spells per day.

Bonus Proficiency:
At 3rd level you gain proficiency with Athletics and Tinker’s tools. If you are already proficient with Athletics you may choose another skill available to you at level 1. Athletics is still the skill you gain expertise with the vocation expertise feature at 6th level. If you are already proficient with Tinker’s tools you may choose another set of artisan tools. Tinker’s tools is still the tool you gain expertise with the vocation expertise feature at 6th level.

Augment Armor:
You may enhance your armor with special augmentation to increase speed and strength. You are always proficient in your Augmented Armor even if you are not normal proficient with that armor type. Augmented armor allow you to take advantage of Strength skill checks and has the magic bonus equal to the maximum bonus you can infuse on armor at your level. You can only have one piece of armor declared as your augmented armor and switch the armor takes a week tinkering with the new armor. You can spend infusions through the armor to minimize damage. As a reaction, when you take damage you take the minimal possible damage for rolls (all rolls are consider 1’s but keep track of the damage), this lasts until the start of you next turn. The first attack that hits on your next turn is energized it does an the extra damage that was rolled (damage roll minus the minimal damage you took) force damage. If you do not hit successful on your next turn, the bonus damage is lost.


Machinist Luck:
At 7th level, any time you roll a 1 on a save, attack, or skill check you may reroll it, if you have another ability that grants a reroll on a 1 you may take advantage on the reroll.

Combat Homunculus:
At 7th level you learns to create a magic construct from the list below. Once selected the Combat Homunculus cannot be changed. If Combat Homunculus is damage or destroyed it can be repaired to full hit points after a long rest.
Iron Defender:

You gain a pet with the following stats:

Armor Class 13 + your proficiency bonus
Hit Points: 6 x artificer’s level
Speed: 40
STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 3 (−4) 11 (0) 1 (−5)
Damage Immunities: poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses dark vision 120 ft., passive Perception 10
Languages understands the languages of the artificer but can’t speak
Pounce. If the iron defender moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC (13 + your proficiency bonus) Strength saving throw or be knocked prone. If the target is prone, the iron can make one bite attack against it as a bonus action.
Actions
Bite: Melee Weapon Attack: + (5 + your proficiency bonus) to hit, reach 5 ft., one target. Hit: (1d6 + 3 + your proficiency bonus) piercing damage.
Claw: Melee Weapon Attack: + (5 + your proficiency bonus) to hit, reach 5 ft., one target. Hit: (1d4 + 3 + your proficiency bonus) slashing damage.
Grease (as per spell 3 times a day, range is 5ft)

During a short rest you may infuse the iron defender with one infusion point to bring it to full health and restore all uses of its grease ability. During a long rest you may do this without using a point.
Commanding the Iron Defender takes a bonus action and it will continue to do as directed by you.

Improved Iron Defender - At 13th level the Iron Defender can be improved: AC increase by 1, speed increases by 10, Strength/Dex/Con goes up by 2 (Damage and to hit increase by 1, Pounce DC increases by 1, increase hit points to 7x artificer level, AC goes up by an additional 1) The Iron Defender can make a second attack when attacking.

Flame Turret:
You can throw a special box you have prepared into a square and it will deploy as a turret. This flame turret will hit every creature within 10 feet with 2d6 fire damage at the beginning of your turn. They may make a DEX save versus (13 + your proficiency bonus) to take half. If they move within 10 feet during their move they also take the damage at that time. As a bonus action you may command your flame turret to attack a target within 30 feet of the turret. The target takes 4d6 fire damage. They may make a DEX save versus (13 + your proficiency bonus) to take half. I additional rounds, the turret will continue to fire upon the target unless commanded otherwise. The turret has 13 + your proficiency AC and 5 times your level in hit points, It is a construct and is immune to poison and psychic damage and cannot be charmed, exhausted, frightened, paralyzed, petrified, knocked prone or poisoned.

Improved Flame Turret - At 13th level the flame turret can be improved: AC increases by 2, hit points goes up to 6 x artificer level, saves increase to 15+ your proficiency bonus and damage increases to 3d6 and 6d6. The turret can now do damage as fire/cold/acid/poison/electrical, you can command it to change as a bonus action and this can also be done at the time a turret is commanded to attack a target.

Golem Hand:
You create a flying stone hand, this hand can fly up to 30 feet away from you or up in the air. It can hold on objects and with them interact. As a bonus action you can command it to act in a certain way and it will continue to do so on additional turns. It can hold a one handed weapon, in which case it can be commanded to attack. It will make a single attack each turn with the weapon using your bonus and proficiencies. It can hold a shield in which can it can apply its bonus to a single target that you command if they don’t already have a shield bonus. If the items requires attunement it must be attuned to you. It cannot activate magic items.

Improved Golem Hand - At 13th level the golem hand can be improved. When it attacks it can make two attacks with its weapon. If it uses a shield it will bash a target that it is improving, it does damage as a mace, and it will do a single attack a round.

Improved Machinist Luck:
At level 13th when you use machinist luck, you gain an infusion, you cannot go over your maximum for the day at your level.

Improved Augment Armor:
At level 17th while in your augmented armor, you gain immunity to the being grappled, exhausted, and prone. You also can fly at a speed of 15 feet.

Elemental Binder (Pet class)

Vocation Spells:
You can cast Flaming Smite, Elemental Bane, Conjure Minor Elementals and Conjure Elemental spells. They cannot be learn as such by other Artificers. They are always prepared and don't count against your maximum prepared spells per day.

Bonus Proficiency:
At 3rd level you gain proficiency with Arcane and one Vehicle (Land, Sea, or Air). If you are already proficient with Arcane you may choose another skill available to you at level 1. Arcane s is still the skill you gain expertise with the vocation expertise feature at 6th level. Vehicles (Land, Sea, or Air) is still the tools you gain expertise with the vocation expertise feature at 6th level, and you may select any vehicle you are proficient in.

Infuse Elemental Orb:
At 3rd level you gain one crystal orbs about the size of an apple. Inside the sphere is a lattice of energy. The energy can be of type fire, water, earth, or air, chosen at time on creation. Each Orb contain the essence of an elemental and glows with its power therein. After a long rest you must infuse each orb that you wish to use with one infusion, otherwise the orb remains dormant that day. If the item the elemental is imbued into is destroyed or the elemental is summoned and is killed, the elemental will need three days of rest and the orb will remain dormant for three days and cannot be infused. The elemental in the orb is always the same, and generally is friendly to you as long as it is not abused. At 7th, 13th, and 17th level you receive another orb that must be of an elemental type you have not picked before.

You many use the orb for a process called elemental augmentation, the process takes 1 round, and you must touch the weapon, armor or vehicle. You can end the augmentation at will, but the orb cannot be used for the another augmentation for one hour. The augmentation will remain as long as long as the orb remain imbued if not ended. You can only use each elemental orb for one augmentation at a time. Augmenting a magical item will cause all current enchantments and infusion on the item to be suspended until the augmentation is removed. While augmenting any enchantment or infusion cast of the item will automatically fail.

While the orb is infused you can cast a cantrip depending on the energy type of the orb:


Fire: Fire Bolt
Water: Ray of Frost
Earth: Acid Splash
Air: Shocking Grasp

Augment Elemental Weapon:
At 3rd level, as an action, you can take the energy from an orb and imbue it into weapon. This makes the orb inactive until the energy is returned. This makes the weapon a +1 and changes the type of damage it does and does an addition 1d4 damage. This increases to a +2 at 7th level and finally this increases to a +3 at 13th level.


Fire - Elemental Damage is fire and critical cause the target to be at disadvantage next turn and causing an addition 2d4 of fire damage.
Earth - Elemental Damage is acid and a successful hit requires the target to make a Strength save versus the artificer's spell DC or be knocked prone.
Air - Elemental Damage is either lighting or thunder and choose one of the following:
- Two handed or versatile melee weapon augmented can be used in one hand while using two handed damage.
- One Handed Melee weapon augmented gains the light property.
- Weapon augmented gains the finesse property.
Water - Elemental damage is cold and enemy is encased in ice on a critical hit, target takes an additional 2d4 frost damage and the target is restrained next turn, unless a Strength save versus the artificer's spell DC is successful.

Call Forth Elemental:
At 7th level you can summon froth the elemental from one of your orbs, as if cast conquer elemental as a 5th level spell, except that if you loss concentration the elemental will automatically be dismissed and will never attack you. Unlike the spell the elemental will always be the same one, it will be friendly to you and will remember its encounters with you. Once concentration is lost or the elemental is dismissed, the elemental will return to its orb and the orb will become dormant until the next long rest at which time it will be fully healed. At 13th level the elemental no longer require concentration and the spell is considered 6th level. At 17th level the spell is considered 7th level. You cannot summon two elementals at the same time .

Augment Elemental Armor:
At 13th level you can augment armor. The armor becomes +2 and gains an ability based on the element augmenting it. Like weapon augmenting it.

Fire - The wearer becomes immune to fire damage. Enemy that hit the target, that turn take 1d8 fire damage.

Earth - The wearer gains resistance to slashing and piercing damage, and immune to acid damage. He also gain a 20 burrow speed.

Air - The wearer gains thunder and lightning immunity and can fly at 20 speed.

Water - The wear becomes immune to cold, cannot drown and gains a swim speed of 40: They also gain proficient in one save of your choice.

At level 17th the armor gains a +3 enchantment.

Augment Elemental Vehicle:
At 17th level you may augment vehicles. The vehicle will travel at twice its normal speed and not need to be piloted. (All skill checks would be made as if you made them)

Wand Adapt (Spell caster)

Bonus Proficiency:
At 3rd level you gain proficiency with Arcane and Woodcarver’s tools. If you are already proficient with Arcane you may choose another skill available to you at level 1. Arcane s is still the skill you gain expertise with the vocation expertise feature at 6th level. If you are already proficient with Woodcarver’s tools, you may select an additional artisan tool to be proficient in. Woodcarver’s tools is still the tools you gain expertise with the vocation expertise feature at 6th level.


Create Personal Wand:
You can now create a personal wands that have spell schema already enchanted into them. Only you can uses these wands and you can place schema that you know into the wand. At 3rd level each of your wands can have 2 schema in them and every three levels there after you may add an addition schema, to a maximum of seven schema at level 18. Each wand may also contain single cantrip in each wand in addition to the schema in the wand, this cantrip can be from any class spell list. At 7th level, you gain a second cantrip that you can place on your wand.


Personal Wand Information




Artificer Level
Charges per infusion
Overcharge bonus charges
Number of Cantrips
Maximium normal schema Level
(spell level 1-5)
Number of normal schema
(spell level 1-5)
Number of Major schema
(spell level 6-7)
Number of Greater schema
(spell level 8-9)


3
2
1
1
2
2




4
2
1
1
2
2




5
2
2
1
2
2




6
2
2
1
2
3




7
3
3
2
3
3




8
3
3
2
3
3




9
3
3
2
3
4




10
4
4
2
4
4




11
4
4
2
4
4




12
4
4
2
4
5




13
5
5
2
5
5
1



14
5
5
2
5
5
1



15
5
5
2
5
6
1



16
5
5
2
5
6
1



17
5
6
2
5
6
2
1


18
5
6
2
5
7
2
1


19
5
6
2
5
7
2
1


20
5
6
2
5
7
2
1





At the end of a long rest you may change one schema in one of your wands to another schema in you schema book. You start 3rd level with a wand. If you lose the wand you can replace it by spending 7 days work using woodworking tools and using 100gp of exotic woods. You may create wands to be the size of a staves and then the wand can be used as a staff in combat, and can be enchanted as a normal weapon


You can infuse the wand, creating charges that can be used to cast the schema in it. For every infusion used, the wand gain the amount of charges equal to the maximum level of scroll you can create. Like infusions these wand charges disappear after taking a long rest. You can activate any schema that is in that wand, and the wand uses charges equal to the level you cast the schema at. For example, if you cast magical missile as a first level schema, the wand would lose one charge. Magic Missle can also be activated as a second level schema, then the wand would lose two charges. Using cantrips does not use up a charge. This wand may also be the subject of the artificer spell Power Surge.

Overcharge Wand:
At 3rd level, after a long rest, when you put the first infusion into your personal wand, your wand gains additional charges. The amount is shown in the chart above.

Wand Metamagic:
At 7th level, you can pick a one metamagic option available to a sorcerer. You may a second one at 13th and a third at 17th. You can only use the metamagic option when activating a wand or simulary charged magic item, this includes activating your personal wand. Instead of using sorcery points, you instead expend extra wand charges, 1 charge per sorcery point.

Major Spell Schema:
At 13th level you can add 6th and 7th level spells from any class to put as schemas into your schema book. You can store a single 6th or 7th schema to your wand on top of the standard schemas maximum and your cantrip. Between long rests, you may activate a single 6th or 7th level schema from your wands using the standard charges for that level.

Greater Spell Schema:
At 17th level you can add 8th and 9th level spells from any class to put as schemas into your schema book. You can also add single 8th or 9th schema to your wand on top of the standard schemas maximum and your cantrip. Between long rests, you may activate a single 8th or 9th level schema from your wands using the standard charges for that level. You may activate your 6th or 7th level schema a second time between long rests.

Downtown
2015-04-23, 01:58 PM
Spells by Level (* new spells listed below) (+ followed by number, Additional effects at higher level)

Cantrips
Insightful Strike - Use personal weapon with intelligence as attack and damage modifier. *
Blade Ward - resistance to weapon damage.
Dancing Lights - create colored orbs.
Guidance - help on skill check.
Light - create light orb.
Mending - fix damaged items.
Resistance - bonus to saves .
True Strike - big bonus to attack.

1st Level
Ablative Armor - resistance to weapon damage. *
Absorb Elements - resistance to elemental damage and extra elemental damage next attack. +2,3,4,5
Cannibalize Scroll - Use scrolls to cast other spells. * +2,3,4,5
Detect Magic - Detect magic auras.
Identify - Item to be identified.
Indisputable Possession - call an item to you. *
Inflict Damage - do touch damage to construct. * +2,3,4,5
Lucky Blade - able to help others attack. * +2,3,4,5
Magic Armor - temporary enchant armor. * +3,5
Shield of Faith - create a shield on player. +2,3,4,5
Renovating Word - heal constructs at a distance. * +2,3,4,5
Repair Damage - touch construct to heal. * +2,3,4,5
Skill Enhancement - Take advantage on skill check. * +2,3,4,5
Skill Proficiency - Gain proficiency in a skill. * +2,3,4,5
Tool Proficiency - Use of tools gain proficiency in them. * +2,3,4,5

2nd Level
Baneful Armor - temporary enchant armor with special effects. * +4
Continual Flame - create permanent light source.
Enhance Ability - cast on a different item based on enhancement effect. +3,4,5
Heat Metal - heat metal, allowing damage to constructs. +3,4,5
Humanoid Essence - allow a construct to be healed. *
Magic Weapon - temporary enchant weapon. +4
Mental Strike - allow a weapon's attack and damage modifiers to be base on metal ability scores. * +3,4,5
Resistance Proficiency - Gain save proficiency. * +3,4,5
Toughen Construct - Give AC and temporary hit points to construct. * +3,4,5

3rd Level
Baneful Weapon - temporary enchant weapon with enhance damage to one type of enemy. * +5
Blast Rod - Create a temporary damage rod. * +4,5
Elemental Weapon - temporary enchant weapon with elemental power. +5
Flame Arrows - a quiver produces flaming arrows/bullets. +4,5
Lightning Arrow - Turn an arrow/bullet into lightning when fired. +4,5
Power Surge - Give a wand/staff/rod extra temporary charges. * +4,5
Protection From Energy - Gain resistance to a energy type.
Remove Restrictions - Allow an magic item to be used by anyone. *
Stone Construct - Constuct gains weapon damage resistance. *
Wall of Sand - Create a wall of sand.
Wall of Water - Create a wall of water.

4th Level
Combat Homunculus - Summon a homunculus to aid you in battle. * +5
Control Consturct - Take control of construct. *
Fabricate - Craft items from material.
Iron Construct - Constuct gains weapon damage/fire/magic resistance. *

5th Level
Animate Objects - Create constructs out of items.
Swift Quiver - Create a magical quiver.
Total Repair - Heal a Construct.
Wall of Stone - Create a wall of stone.
Wall of Force - Create a wall of force.



Full Spell Descriptions

Ablative Armor

School: 1st level Abjuration
Casting Time: 1 reaction
Components: V, S
Range: 60’
Target: Suit of armor
Duration: 1 round

Until the start of your next turn, the targeted suit of armor provides resistance to piercing, slashing, and bludgeoning damage to the wearer.


Baneful Armor

School: 2nd level Transmutation
Casting Time: 1 bonus action
Components: V, S
Range: Touch
Target: Armor or shield touched
Duration: Concentration, up to 1 hour

A shield or suit of armor becomes magical and gains +1 bonus to AC. If the armor or shield was already magical, the original enchantment is suppressed until the spell ends.

Choose one creature type (use the ranger list for enemy types), when you are hit be a creature of that type they must make a DC save versus Wisdom or be frightened of the wearer for 1 minute. Once the creature makes a successful save he is immune to this effects, if the spell is recast, the creature would once again be affected by the spell.

At higher levels: When you cast this spell using a spell slot of 4th level the bonus increase to +2. the creature also takes 2d6 force damage on the first failed save.

Blast Rod

School: 3rd level Evocation
Casting Time: 1 round
Components: V, S, M (a metal rod)
Range: Touch
Target: Rod Touched
Duration: 1 hour

By channeling energy into a metal rod, you are able to store it for later use as ray attacks of force damage. The amount of energy the rod holds 8 charges of force damage. Activating it is an action that emits a ray as an attack using Intelligence modifier as its attack modifier to a maximum of 60'. Before rolling the attack roll, you must determine how much energy to release up to 8 charges. For each charge used you do 1d8 force damage. Regardless of whether the ray hits or not, the charges are expended are lost.
At higher levels: For each level above a 3st slot, you increase the charges by 4.


Cannibalize Scroll

School: 1st level Transmutation
Casting Time: 1 action
Components: S, V, M (see below)
Range: Varies (see below)
Target: Varies (see below)
Duration: Varies (see below)

You cast a 1st level spell that is a schema in your schema book. The material component requires a scroll of 1st level spell either a permanent scroll or an infused one. The range, target, duration, and saving throws are the same as the schema in your schema book.
At higher levels: You can cast a higher level schema in your schema book using an spell slot of that level or higher. The infusion uses as a material component requires a scroll of equal level or higher level.

Combat Homunculus

School: 4th Transmutation
Casting Time: 1 action
Components: V, S
Range: 60
Duration: Concentration up to 1 hour

You gain a combat homunculus as as stated in the Machinist vocation section. It will disappear when concentration is lost.
At higher levels: If you use a 5th level spell slot, the combat homunculus is improved.


Control Construct
School: 4th Enchantment
Casting Time: 1 action
Components: V, S
Range: 30
Duration: Concentration up to 1 minute

You attempt to trick a consturct that you can see into thinking you are its creator. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, You can issue commands to the creature verbally (requiring a bonus action), which it does its best to obey. You can specify a simple and general course of action, such as 'Attack that creature,' 'Run over there,' or 'Fetch that object.' If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.


Humanoid Essence

School: 2nd level Transmutation
Casting Time: 1 action
Components: V, S
Range: Touch
Target: Construct Touched
Duration: 1 hour

The construct becomes a living creature, able to be healed by healing spell. The construct also loses resistances to damage from being a construct of its type.. A unwilling target must make a constitution saving throw to avoid the effect.


Baneful Magic Weapon

School: 3rd level Transmutation
Casting Time: 1 bonus action
Components: V, S
Range: Touch
Target: Armor or shield touched
Duration: Concentration, up to 1 hour

A weapon becomes magical and gains +1 bonus to attack rolls. If the weapon was already magical, the original enchantment is suppressed until the spell ends.

Choose one creature type (use the ranger list for enemy types) at time of casting, when you hit a creature of that type they take 1d8 addition damage.

At higher levels: When you cast this spell using a spell slot of 5th level the bonus increase to +2. The additional damage increases to 2d8.


Indisputable Possession

School: 1st level Abjuration
Casting Time: 1 action
Components: V, S
Range: Touch
Target: Item Touched
Duration: 1 hour

The item can be called back to your hand as a bonus action while the spell is in effect. If the item is out of your possession for longer than 5 minutes the spell automatically ends. If the item is being held by another person they can make a wisdom save in order to stop the item from leaving their hand. If the save succeeds the spell immediately ends.


Inflict Damage

School: 1st level Transmutation
Casting Time: 1 action
Components: V,S
Range: Touch
Target: one construct
Duration: instantaneous
Make a melee spell attack against a construct you can reach. On a hit, the construct takes 3d12 force damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increase by 1d12 per level above the 1st.

Insightful Strike

School: Cantrip Abjuration
Casting Time: 1 bonus action
Components: V, S, M
Range: Touch
Target: Weapon Touched
Duration: 1 minute

The weapon become enchanted allow the artificer using it to substitute Intelligence for strength or dexterity modifier when attacking and damaging with the weapon. The weapon also become magical, if it isn't already. The spell ends if it is recast or the weapon leaves the artificer's hands.


Iron Construct

School: 4th Transmutation
Casting Time: 1 action
Components: V, S
Range: Touch
Target: Construct
Duration: Concentration up to 1 hour

The Construct gains resistance to piercing, slashing, bludgeoning, fire damage for the duration of the spell. He also gains advantage on any saving throws against spell and other magical effects.


Lucky Blade

School: 1st Transmutation
Casting Time: 1 bonus action
Components: V, S
Range: 60’
Target: Weapon
Duration: 1 round

The weapon become enchanted allow the person attacking with it to take advantage on the first attack before the end their next turn.
At higher levels: The spell can be cast as a reaction if a 2nd level or high slot is used. If a 3rd or higher level slot is used the person attacking with the weapon has advantage on all attacks before the end of their next turn. If a 4th or higher level slot is used any successful hit is considered a critical hit. If a 5th level slot is used all damage rolls made from that weapon attack are their maximum possible value until the end their next turn.


Magic Armor

School: 1st level Transmutation
Casting Time: 1 bonus action
Components: V, S
Range: Touch
Target: Armor or shield touched
Duration: Concentration, up to 1 hour

A non-magical shield or suit of armor becomes magical and gains +1 bonus to AC.
At higher levels: When you cast this spell using a spell slot of 3rd level the bonus increase to +2. When you cast this spell using a spell slot of 5th level the bonus increase to +3.

Mental Strike

School: 2st level Abjuration
Casting Time: 1 action
Components: V, S, M (a glass shard)
Range: Touch
Target: Weapon Touched
Duration: 4 hours

The weapon become enchanted allow the person using it to substitute Intelligence, Wisdom or Charisma modifier for strength or dexterity modifier when attacking and damaging with the weapon. The weapon also become magical, if it isn't already.
At higher levels: For each level above a 2st slot, you increase the duration by 4 hours.

Power Surge

School: 3rd level Abjuration
Casting Time: 1 action
Components: S, M (a drop of mercury)
Range: Touch
Target: Magic Item Touched that uses charges
Duration: 10 minutes

The magic item gains 3 additional magic temporary charges. The item must be one that uses and can regain charges. These charges are expended first and disappear when the duration of the spell lapses.
At higher levels: For each level above a 3rd slot, you increase the charges by 1.


Renovating Word

School: 1st level Transmutation
Casting Time: 1 bonus action
Components: V
Range: 60
Target: one construct
Duration: instantaneous

The construct heals for 1d6 + your spellcasting ability modifier. This spell has no effect on non-construct targets.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st.


Repair Damage

School: 1st level Transmutation
Casting Time: 1 action
Components: V, S
Range: Touch
Target: one construct
Duration: instantaneous

The touched construct heals for 1d10 + your spellcasting ability modifier. This spell has no effect on non-construct targets.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d10 for each slot level above 1st.


Remove Restrictions

School: 3rd level Abjuration
Casting Time: 1 action
Components: V, S, M (a ruby worth 500gp which is consumed)
Range: Touch
Target: one magic item
Duration: 1 hour

All restrictions on the touched magic item are removed. It can be used by any person, even removing the need to be a spell casters. If a spell or dragonmark is needed to activate the item this requirement is not removed.


Resistance Proficiency

School: 2st level Abjuration
Casting Time: 1 action
Components: V, S, M (a small sliver of crystal)
Range: Touch
Target: Ring Touched
Duration: 10 minutes

The ring become enchanted allow the person wearing them be proficient in one save chosen by you at the time of casting.
At higher levels: For each level above a 2st slot, you make pick an additional save for the person wearing the ring to be proficient in.


Skill Enhancement

School: 1st Transmutation
Casting Time: 1 bonus action
Components: V, S
Range: 60’
Target: Gloves
Duration: 1 round

The gloves become enchanted allow the person wearing them to take advantage of all skill rolls until the start of their next turn.
At higher levels: The spell can be cast as a reaction if a 2nd level or high slot is used.


Skill Proficiency

School: 1st Transmutation
Casting Time: 1 action
Components: V, S, M (a thimble full of oil)
Range: Touch
Target: Gloves Touched
Duration: 10 minutes

The gloves become enchanted allow the person wearing them be proficient in one skill chosen by you at the time of casting.
At higher levels: For each level above a 1st slot, the duration of the enchantment lasts for an additional 10 minutes.


Stone Construct

School: 3rd Transmutation
Casting Time: 1 action
Components: V, S
Range: Touch
Target: Construct
Duration: Concentration up to 1 hour

The Construct gains resistance to piercing, slashing, and bludgeoning damage for the duration of the spell.


Tool Proficiency

School: 1st Transmutation
Casting Time: 1 action
Components: V, S, M (a sprinkle of iron shavings)
Range: Touch
Target: Tools Touched
Duration: 2 hours

The tools become enchanted allow the person using them be proficient in tools.
At higher levels: For each level above a 1st slot, the duration of the enchantment lasts for an additional 2 minutes. When using a 4th level slot the user can be consider proficient long enough to contribute a day or work to craft items that take an entire day’s work. He can be the only one to use the tools that day for it to count.


Total Repair
School: 5st level Transmutation
Casting Time: 1 action
Components: V, S
Range: Touch
Target: one construct
Duration: instantaneous

The touched construct heals for 60. This spell has no effect on non-construct targets. The spell also ends blindness, deafness, and any diseases affecting the target.


Toughen Construct

School: 2nd Transmutation
Casting Time: 1 action
Components: V, S
Range: Touch
Target: Construct
Duration: 1 hour

The construct gains 15 temporary hit points, also the AC of the construct cannot be less than 16 no matter what type of armor it is wearing.
At higher levels: For each level of spell slot above a 2nd slot, the amount of temporary hit points increases by 15.

The following spells are available to an artificer from other as well as what item the infusion would go on. The spell cast upon an item and effects the user carrying/using the item. All other information is the same as the original spell.

Already exist Spells on the Artificer list:

Special notes about existing spells:
1st level
Detect Magic - cast on goggles, or helms
Identify - Item to be identified, cannot be cast on creatures (this is only spell an Artificer can use as a ritual)
Shield of Faith - can be cast on a necklace, shield, belt

2nd level
Enhance Ability - cast on a different item based on enhancement effect
Bear’s Endurance, Bull’s Strength, Cat’s Grace - Can be cast on Belts, Gloves, or Boots
Eagle’s Splendor, Owl’s Wisdom, Fox’s Cunning - Can be cast on Helms, Goggles, or necklaces

Downtown
2015-04-23, 02:00 PM
The idea behind the this class is to emulate a 3.5e while still making it work for 5e. In 5th edition magic item creation is optional and thus this class can be played with both options.

The class relies on 3 mechanics:
First the spells, which operate similar to existing spells allowing the artificer to cast some spells during combat, and participate more fully than one in 3.5., it uses the Paladin/Ranger progression for it spells and thus is limited to 5th levels spells. This seems closer to 3.5e than than trying to push the class to a full caster progression. The strength in the artificer was in its versatility and not in raw power.

The second mechanic are infusions(5e) which follow a different progress. They replace certain infusions that where available in 3.5e that where popular for the class to use. Specifically the Spell Storing item and the Augment Weapon/Augment Armor infusions. These where the most used infusions from 3.5 and essentially created temporary magic items. They are emulated with the infusions (5e). Spell Storing was replaced with the ability to make temporary scrolls (Which is what it really did) and the augment armor/weapon is available, through the infusions and spell list. Note that infusions (5e) are not like spells in 5th, their power increases as the character's artificer level increases, thus they are handed out sparingly.

The third mechanic is the vocations, just like in core 5e classes, the artificer has a specialization. This allows the artificer to define his role in the group, much more than normal specializations. For example a alchemist could replace a cleric other healer to keep the group going.

I am open to comments about the class in order to improve it. I'm not the good writer and I feel like the class could have its rules defined more clearly.