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Arimm
2017-12-07, 05:14 PM
So a player of mine isn't satisfied with being a rogue and wanted to multiclass into a smithing style engineer type class, I offered Artificer but they didn't really want a spellcaster so I made this version of the Artificer that replaces spellcasting with a bunch of learnable skills that can be used in crafting and changed up the main skills a bit as well.

I tried to compensate for the general complaints I've heard about Artificer and make a class that allows for the creation of really cool weapons when its skills are exploited but I'm worried that I might have made some mistakes as this is my first time homebrewing something as large as this.

Thusly what I ask of you, random internet people, is to look through my write up of the class and tell me if there are any glaring problems that you can spot or large balance issues. You may test run the class if you like but I wouldn't expect the best results.

In the below spoiler you will find my first draft of the class, WARNING: it is looong
Custom Artificer
Using the item crafting system described here https://media.wizards.com/2017/dnd/downloads/UA_Downtime.pd
Using the general guideline to material prices described here https://olddungeonmaster.wordpress.com/2016/12/02/dd-5e-metals/
Based off of and using some material from the unearthed arcana Artificer described here herehttps://olddungeonmaster.wordpress.com/2016/12/02/dd-5e-metals/

Things To Note
This class will use INT and DEX as its major attributes.
Your save DC for attacks & weapons that require a saving throw will be
8 + your proficiency bonus + your Dexterity modifier.

Class Features
As an artificer, you gain the following class features.

Hit Dice: 1d8 per artificer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st

Proficiencies:
Armor: Light and medium armor
Weapons: Simple weapons
Tools: Thieves’ tools, two other tools of your choice Saving Throws: Constitution, Intelligence Skills: Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand
Equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) a handaxe and a light hammer or (b) any two simple weapons
a light crossbow and 20 bolts (a) scale mail or (b) studded leather armor
thieves’ tools and a dungeoneer’s pack.



Artificer
Level|Features

1 Item Analysis, Tool Expertise Reasearch Points:5+INT modifier
2 Wondrous Invention, Blueprinting Reasearch Points:5+INT modifier
3 Artificer Specialist, Transitive Crafting Reasearch Points:5+INT modifier
4 Ability Score Increase, Battle crafting Reasearch Points:5+INT modifier
5 Superior Attunement, Wondrous Invention Reasearch Points:5+INT modifier
6 Artificer Specialist Feature Reasearch Points:5+INT modifier
7 Reasearch Points:5+INT modifier
8 Ability Score Improvement Reasearch Points:8+INT modifier
9 Artificer Specialist Feature Reasearch Points:8+INT modifier
10 Wondrous Invention Reasearch Points:10+INT modifier
11 Weapon Bond Reasearch Points:10+INT modifier
12 Ability Score Improvement Reasearch Points:10+INT modifier
13 Artificer Specialist Feature Reasearch Points:10+INT modifier
14 Reasearch Points:15+INT modifier
15 Superior Attunement, Wondrous Invention Reasearch Points:15+INT modifier
16 Ability Score Improvement Reasearch Points:15+INT modifier
17 Artificer Specialist Feature Reasearch Points:15+INT modifier
18 Ability Score Improvement Reasearch Points:15+INT modifier
19 Reasearch Points:20+INT modifier
20 Soul of Artifice, Wondrous Invention Reasearch Points:20+INT modifier

Item Analysis
At 1st Level your understanding of items allows you to Identify an item’s properties over 10 minutes, gaining a deep of its abilities, origins, and uses.
If the item is unique in some way you can spend more time to learn from this item gaining 1 research point and possibly unlocking Hidden Skills, Modifications & Styles.

Tool Expertise
At 1st level your proficiency bonus for tools is doubled.
Artificer Research
As you study the complex craft of Artifice you gain varied knowledge of different, styles, modifications & skills.
Each level you gain a certain amount of research points which can then be spent on these abilities.

Wondrous Invention
At 2nd,5th,10th,15th and 20th Level you finish the creation of a powerful item of your own invention.
Work with your DM to choose an appropriate item from the dungeon master’s guidebook or design your own with your DM.
2nd level: uncommon item
5th level: uncommon item
10th level: rare item
15th level: very rare item
20th level: legendary item

Blueprinting
At 2nd level you gain the ability to visualise items more clearly and can take 10 minutes to create a blueprint of any item you have analysed.
When working with this blueprint you will be able to make similar items with advantage on crafting rolls and in half the time you would normally need.

Artificer Specialist
At 3rd level you choose the type of Artificer specialist you are, either an Elementalist or Automatist both detailed later in this booklet.
Your choice grants you features at 3rd, 6th, 9th, 14th, 17th levels. It also unlocks extra Skills, Modifications, & Styles and makes certain wondrous inventions available for choice.

Transitive Crafting
At 3rd level you gain the ability to take time to take a unique property such as an enchantment of one item and apply it to another. This process destroys the original item.
Ability Score Improvement
When you reach 4th, 8th, 12th, 16th & 18th level you increase one ability score by 2 or one ability score by 1.

Battle Crafting
At 4th level you have now gained enough proficiency with your tools that you can use them in the midst of battle, you may now use your action to temporarily modify an item within 5 feet of you 5 times per long rest. Temporary modifications last 1 minute (about 10 rounds).

Superior Attunement
At 5th level your superior understanding of magic items allows you to master their use. You can now attune to 4 magic items at a time.
At 15th level that number rises to 5.

Weapon Bond
At 11th level you establish a deeper bond with the items you create as if a piece of your soul is in each one. When using a weapon of your own making your attacks are criticals on a natural 19 or 20.

Soul of Artifice
At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.



Styles
You may do research into different styles of smithing that you can use whenever you craft adding effects to any item.
Some styles require studying of weapons made by the culture to become options.(Prerequisite: Study)

Elven
Cost: 3 rp
Elven style weapons are thin curved, and adorned with decorative carvings. They are made out of light and bright metals.
Elven style weapons and armour are half the weight as normal
ones.
Slashing weapons made in the elven style have finesse and can’t have heavy.
When a critical attack is made with an elven slashing or ranged weapon another attack may be made with the same weapon.

Dwarven
Cost: 3rp
Dwarven style items are cut almost like stone. They are thick and durable. Dwarven runes are often worked into the design.
Dwarven armour has resistance against bludgeoning damage.
Dwarven bludgeoning weapons automatically deal critical damage to stone structures.
When a critical attack is made with a Dwarven Weapon it stuns the creature it hits until they succeed a DC 13 constitution saving throw.

Daventreyan
Cost: 3 rp
Daventreyan style weapons are simple but effective. Their hilts allow for easier defense against attacks, and when held by the blade allow for bludgeoning attacks.
Daventreyan Style weapons add 1 to your AC while wielded.
When this 1 AC is the tiebreaker in defending against an attack you may do a counterattack as a reaction.
Daventreyan slashing weapons can do equal damage bludgeoning when held by the blade.

Gnomish
Cost: 4rp Prerequisite: Study
Gnomish items are complex and mechanical. This allows multiple modifications to be applied to single weapons.
Gnomish items can have the trick change weapon modification and then one modification on each form.

Orcish
Cost: 3rp Prerequisite: Study
Orcish weapons are jagged and tough, designed to tear through flesh and armour with ease.
Orcish items can have 2 of the Serration, Spikes or Razor Edge modifications.

Draconic
Cost: 5rp Prerequisite: Study
Draconic weapons are made out of the scales and bones of dragons. Because of this they hold the magic of dragons.
Draconic weapons count as magical weapons.
Draconic armour has resistance to slashing damage and the elemental damage type of the scales used.
Draconic items heat up slightly when near draconic creatures.

Gigantic
Cost: 5rp Prerequisite: Study
Weapons forged by giants are large and heavy, they may be simple in design but can be devastating on the battlefield.
Giant weapons always have the heavy property and you must have a STR of 13 to wield them.
Giant weapons have reach.
Giant weapons give advantage to intimidation checks against creatures medium or smaller.

Sylvan
Cost: 5rp Prerequisite: Study
Weapons created by the fey are infused with natural magic. They are exquisitely crafted from the finest materials and glow with the pale radiance of moonlight.
Sylvan weapons count as magical
Sylvan items are half the weight they normally would be.
When you strike a critical with a sylvan weapon roll a d4, with each number a different effect;
1/2: Charmed
3: Blinded
4: Frightened

Fiendish
Cost: 10rp Prerequisite: Study
Fiendish weapons are forged from cold iron and bone. They are inscribed with faces of pain and vile runes.
Fiendish weapons count as magical.
Fiendish weapons have +1
Fey and celestials are vulnerable to fiendish weapons.
If a fiendish weapon is used to kill a creature, it gains 1d6 bonus damage on damage rolls for the next 1 hour.

Celestial
Cost: 10rp Prerequisite: Study
Celestial weapons are adorned with winglike patterns and symbols of the gods.
Celestial weapons count as magical.
Celestial weapons have +1
Fiends and undead are vulnerable to celestial weapons.
If you fall unconscious while wearing celestial armour you automatically succeed your first death saving throw.

Shadowed
Cost: 5rp Prerequisite: Study
Items from the shadowfell are infused with its darkness. They are nearly invisible when in shadow and always cold to the touch.
Shadowed weapons count as magical.
Undead creatures have resistance to shadowed weapons, while plants & celestials have vulnerability.
While wearing shadowed armour and in darkness you have advantage on stealth checks.
Modifications
You can take time to work on a weapon, modifying it to make it more powerful. Each weapon can only have one modification though some can be done temporarily. There can only be one permanent and one temporary modification on a weapon at a time.

Silver
Cost: 1rp
You can spend 1 workday and 10gp to permanently silver a weapon or 1 hour and 1gp to temporarily silver one.
While a weapon is silvered it counts as magical and is especially effective against undead.

Cold Iron
Cost: 1rp
You can spend 1 workday and 10gp to permanently infuse cold iron into a weapon or 1 hour and 1gp to do so temporarily.
Cold Ironed weapons count as magical and are especially effective against fey.

Serration
Cost: 3rp
You can spend 2 workdays and 10gp to add dozens of sharpened ridges, similar to the teeth of a saw, to the edge of a slashing weapon, allowing it to chew through armor with ease. When attacking an enemy with a Serrated weapon, you may ignore 1 point of the enemy's Armor or Natural Armor bonus to its AC.

Clamp
Cost: 3rp
You can craft vice grip clamps on your gauntlets and boots. On gauntlets these allow you to perform inescapable grapples using both your action and bonus action that once successful can not be resisted.
On boots these allow you to use a bonus action to clamp yourself to whatever you’re standing on, becoming nigh unmovable.

Tempered
Cost: 3rp
You can spend 1 hour extra time in the forge and 15gp of extra material to make a weapon or armour harder and denser. Its AC is increased by 1.

Studded
Cost: 2rp
You can add hard metal studs to an item with 2 workdays and 10gp. A studded bludgeoning weapon gains a +1 damage bonus against unarmored (having neither Armor nor Natural Armor AC boosts) opponents.

Spikes
Cost: 3rp
You may add iron spikes to a bludgeoning weapon with 1 workday and 15gp. Its damage changes to piercing and goes up one die type.
You can also add spikes to armour. When worn this armour deals 1d4 damage to creatures that attack you unarmed.

Razor Edge
Cost: 3rp
You can sharpen a weapon to a razors edge, giving it +1. This can be done temporarily to a weapon or 10 units of ammunition with 1 hour of work. This process can be done permanently to weapons of certain metals with 1 workday of work.

Grapple Blade
Cost: 3rp
You can the shape of a slashing weapon to easily hook onto enemies it hits. While wielding this weapon you have advantage on grapple and climb checks.

Chain Blades
Cost: 4rp
With 10gp and one workday you may chain the sections of a blade together in a whip like fashion allowing it to be used at a longer range.
Chain Blade weapons have reach but are reduced in damage by 1 die type.
If you have the Damascus Wire skill you can make wire blades which have no damage reduction.

Trick Switch Weapons
Cost: 4rp
You can over one workweek and with 30gp design a complex weapon that has 2 forms, when you make a weapon with this modification choose 2 weapon forms for it, or choose a weapon and shield form. While wielding this weapon you may use a bonus action to switch it from one form to the other.

Poison Infusion
Cost: 3rp
Infuses poison into a slashing or piercing weapon, allowing its attacks to release the poison into a creature's blood.
This can be done temporarily to a weapon with one workday. How long the temporary infusion lasts depends on how much poison is used. This can also be done permanently to a weapon with one workweek of work and 5 doses of the poison.

Flaming Weapons
Cost: 5rp
You can with 30gp and one workweek infuse a melee weapon with the power of flame. It then may be lit with a bonus action. Once it is lit it deals 1d6 bonus fire damage with each strike. You can take this modification again for an additional 5rp to gain further mastery of fire raising the damage to 2d6.

Recall Weapons
Cost: 1rp Prerequisite: Damascus Wire
You can attach wires to a throwable weapon for quick retrieval. A weapon like this can be brought back to the thrower directly after damage is dealt. It takes 1 hour to do this.
You can also attach wires to ammunition with 1 minute of work.

Net Launch
Cost: 2rp
You can prepare a piece of ammunition that when fired opens up into a net. This allows you to fire nets at the same range as regular ammunition and at a higher velocity, raising the save DC of the net by 1.

Sniper
Weapons
Cost: 3rp
You can modify a ranged weapon to allow for easier aiming even at long distances, a weapon like this doesn’t take disadvantage when used at its long range as it normally would.



Skills
By studying special skills you may gain extra crafting and battle abilities.

Damascus Steel
Cost: 4rp
Damascus Steel is a special type of steel that is extra sharp and hard. The way it is mixed and cools gives water like patterns to its design.
Damascus weapons and ammo can be given razor edges permanently.
Damascus weapons have an AC of 21.
Damascus armour has +1

Adamantine Forging
Cost: 5rp
Adamantine is an alloy of adamant (a strong but brittle metal), silver and electrum. Adamantine is black, but has a clear green sheen in candlelight. It is stronger than almost all natural metals and must be forged in extremely high temperatures.
You now can craft adamantine items from adamant, silver, and electrum.
Adamantine items are unbreakable and can be made razor sharp permanently.
Adamantine armour allows you to ignore critical damage from enemies.
Adamantine armour has +2

Mithral Forging
Cost: 5rp
Known as truemetal to the dwarves, this silvery-blue, shining metal is derived from soft, glittering, silvery-black ore found in rare veins and pockets.
Mithral is hard as damascus steel but light as tin, allowing it to be hidden under regular clothing.
Mithral weapons can be made razor sharp permanently.
Mithral chain can be worn hidden under regular clothes.
Mithral armour doesn’t give any penalty to dexterity checks.
Mithral armour has +1
Strong Weave
Cost: 2rp
You may study how to weave together materials with extra strength and protection.
Strong Weave rope has 2 more AC than regular rope.
Strong Weave clothing acts as leather armour but looks generally the same as regular clothing.

Damascus Wire
Cost: 2rp Prerequisite: Damascus Steel
You can make thin but strong wires made out of Damascus Steel that can be used for a myriad of purposes. Making 10ft of wire costs 10gp and takes 1 hour of work.
These wires have an AC of 21.

Shatter
Cost: 3rp
You may use your knowledge of armour crafting to take apart the armour of your enemies, when attacking and focus your attack on an enemy's armour its AC will be reduced by 2 and if your attack beats its AC the armour it broken off of the enemy.

Blunt
Cost: 3rp
You may use your action to attempt to blunt an enemy's weapon, when you do this roll a DEX attack with your smith’s tools against the enemies AC. If this attack is successful then the targeted weapon is blunted, and will do half its normal damage

Find Weak Point
Cost: 4rp
You may use your action to study the defenses of an enemy. Finding a weak point to target with your next attack. Your next successful attack is an automatic critical.

Explosives
Cost: 5rp
You are able to create small explosives that can be thrown up to a range of 20ft and explode, dealing fire damage in a 5ft radius.
The damage increases with the amount of explosive powder used in each bomb, for every 5gp of powder used the bomb deals 1d6 damage with a maximum of 5d6.
Improved Explosives
Cost: 3rp Prerequisite: Explosives
You may now make medium sized explosives of a 10ft radius for double the cost of regular ones.
Furthermore,the maximum damage of your bombs is raised to 10d6
Explosive Ammunition
Cost: 3rp Prerequisite: Explosives
You may craft single target explosive ammunition the same way you craft bombs that has the same power as your bombs but can be fired from ranged weapons for long distance damage.



Elementalist
Elementalist Artificers are masters of using the elements of the world as part of their inventions and weapons, boosting their power with bursts of fire, shots of lightning, and spurts of acid.

Basic Elementary
At 3rd level you automatically unlock the Flaming Weapon modification and the Explosives skill.
You also automatically gain Flaming Weapon Improvement and Explosives Improvement at level 7.
Element Cannon
At 6th level you design an elemental cannon that can blast different kinds of elemental attacks 1d6 fire, ice, lightning, or thunder damage at enemies from a range of 100ft/400ft with ammo that costs 5gp per 20 units to make. You choose what type of damage when you make it.
The damage increases at certain levels;
5th level (2d6), 7th level (3d6),
9th level (4d6), 11th level (5d6),
13th level (6d6), 15th level (7d6),
17th level (8d6), 19th level (9d6).
Elemental Upgrades
At 9th, 14th, and 17th levels you choose one of the three following Element Cannon Upgrades that you can then use instead of your regular cannon shot.

Blast Wave
You can channel elemental energy into your Element Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you unleash energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw against your DC. On a failed saving throw, a target takes 2d6 damage and is pushed 10 feet away from you. You choose the damage type when you take this feature, either thunder, fire or cold. This damage increases when you reach certain levels in this class: 14th level (4d6) and 17th level (5d6).

Bomb Lobber
You unlock the ability to launch your elemental bombs from your Cannon, increasing their range to the range of your cannon.

Piercing Round
You can shoot a beam of elemental energy through your Element Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws against your save DC. On a failed saving throw, a target takes 3d6 damage. You choose the damage type when you take this feature, either lightning, acid or fire. This damage increases when you reach certain levels in this class: 14th level (5d6) and 17th level (6d6).



Bonus Skills

Explosive Variants
Cost: 1rp Prerequisite: Elementalist
Each time you take this skill you can choose one elemental type other than fire (cold, acid, lightning or thunder) and are then able to make bombs that deal that type of elemental damage.

Elemental Weapon
Variants
Cost: 1rp Prerequisite:Elementalist
Each time you take this skill you can choose one elemental type other than fire (cold, acid, lightning or thunder) and are then able to make modified weapons that deal that type of elemental damage.

Elemental Ammunition Variants
Cost: 1rp
Prerequisite: Elementalist lvl 6
Each time you take this skill you can choose one elemental type (cold, acid, lightning or thunder) and are then able to make ammunition for your Element Cannon that does that type of damage.





Automatist
Automatists are experts at engineering, able to craft machinery that moves on its own and fights for them. These machines have life breathed into them by their creator and are connected to their soul.

Basic Automatry
You may craft small Automatons in the form of small animals or people over 10 minutes for 10 gp worth of metal that can perform up to 3 actions. They have an AC of 5 and 1 hitpoint. You can have up to 3 Automatons active at one time.
Choose which three abilities it can perform from this list. Ones marked with a * count as 2.
Walking: The automaton has a walking speed of 20ft.
*Flight: The automaton has a flying speed of 30ft.
Attack: The automaton can make a melee attack with its action (+ your intelligence modifier + your proficiency to hit)dealing 1d6+INT damage.
Flame: The automaton lights a flammable object within 5 ft of it alight with its action.
Noise: The automaton makes a predetermined sound that can be as loud as you want until the point of dealing damage. It can be one word but full sentences are too complicated.
Dart: You can fill your automaton with darts that it can fire at a range of 20ft dealing 1d4+INT damage.

Mechanical Servant
At 6th level, your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level. Select a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:
It is a construct instead of a beast.
It can’t be charmed.
It is immune to poison damage and the poisoned condition.
It gains darkvision with a range of 60 feet.
It understands the languages you can speak when you create it, but it can’t speak.
If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker. The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.


Automaton Upgrades
At 9th, 14th, and 17th levels you choose one of the three following Mechanical Servant Upgrades to upgrade your construct with, gaining further utility and power for your metallic beast.

Crossbeast
You equip your mechanical servant with a heavy crossbow which it may use instead of its regular attacks. The crossbow may have 1 modification on it.

Shielding Wall
You give your mechanical servant the ability to shift its form into that of a huge shield of metal to protect you and your allies.
The mechanical servant can use its action to shift into a shielding wall that covers 2 5ft squares acts as full cover for those behind it. All area of effect attacks are also blocked for those behind it.
While in this form your servant has an AC of 20 and rolls an automatic 20 on all strength and constitution saving throws.

Destructive Roar
You equip your mechanical servant with the ability to create a roar that can be heard for miles, and throw nearby enemies with its immense sound. Your mechanical servant can use its action to produce a wave of sound in a 20ft cone, dealing 2d6 thunder damage and pushing creatures caught in it back 20ft. This damage increases when you reach certain levels in this class: 14th level (3d6) and 17th level (4d6).



Bonus Skills

Modified Automatons
Cost: 3rp Prerequisite: Automatist
You may edit your automatons with the modifications and skills you’ve learned. For each modification on an automaton 1 of its ability slots is taken up.

Modified Servant
Cost: 2rp Prerequisite: Automatist lvl 6
You may edit your mechanical servant using the modifications and skills you’ve learned. For each time you take this skill you can add 1 modification to your servant to a maximum of 3.

anonymsly
2017-12-07, 05:39 PM
My thoughts on what was admittedly a quick read-through:
1) Too much. It's a very lengthy class, and most of what's involved with it seem to require the artificer to not be with the rest of the group and/or forcing a lot of downtime on the rest of the group. If you're crafting all the time you're not adventuring.

2) Research points. It's an interesting concept that this class 'buys' its class features through rewards from in-game activity, but I know for a fact that if my group had one of these artificers in it, we'd be spending hours in dungeon/adventure site locations just waiting for 'OK, I'm going to spend 10 minutes to Identify. Then however much time to get a Research Point. We don't have anywhere to be for however long, right? I mean, of course this is a unique item, it's not like magic items are on assembly lines anywhere.' Slow slow. And if you're gaining 6-10 (or 11-15) research points every level anyway, it's a pretty short trip to knowing ALL the styles/techniques/skills available. I'd recommend handling it similarly to the Battlemaster's handling of maneuvers instead: you get X number of techniques/skills at X level, and additional techniques as you progress through the class. This method also enables artificers to effectively specialize rather than being more or less exactly the same skillwise as every other artificer.

3) It looks like your idea of base combat utility for this kind of artificer is centered on using weapons they've created/modified themselves, particularly given the level 11 'all your weapons are keen for you' class feature, but the proficiency in simple weapons only sharply limits the extent to which this is effective for the artificer themselves. It appears that most of their best creations can only be used by other characters who have the martial weapons or heavy armor proficiencies required to make best use of them.


I think there's a good idea in here, one that I like a lot, but parts of it don't look like an adventurer to me, other parts look like they'd be an awesome fighter subclass if only it had the equipment proficiencies to handle it, and the rest of it is just too much.

Arimm
2017-12-07, 07:19 PM
Thank you for the feedback, I think I can remedy these issues.

1) I think I'll replace "over an hour" with "over a short rest" and "over a workday" with "over a long rest", this should allow the Crafting schedule to fit better into the general quest rhythm.

2) Thanks for warning me about stop and starting in a dungeon I somehow didn't think about that, I think just giving Identify as an instant cantrip should work without unbalancing too much.

3) I don't think a player should have enough research points to get all of the skills and such until the late teens and it's unlikely my player will ever reach there so I'm not going to worry too much about that, I will add though that any DM that uses this version of the class is welcome to make their own skills, modifications, and styles to fit their world and the items that their player studies. I expect to be doing this a lot myself because my player will come up with lots of ideas for weapon modifications and ultimately this class is for those really creative players who have tons of ideas for projects that would get in the way of quests normally.

4) I think I'll add a skill that allows the artificer to have proficiency with all weapons created by the artificer like with the warlock's pact blades.

I think with these modifications I can use the first few levels in my campaign, what I'm really worried about is the subclasses. I don't really have the brain for comparing dprs and combat abilities so I'm not sure if I've created a horrible game breaking monster.

StorytellerHero
2017-12-08, 02:06 AM
Just in case, you can try taking a look at this artificer design that I've been developing since last year.

It's a spellcaster class, but it has a dynamic crafting feature that makes it a very craft-focused class, as in making weapons and tools on the fly, even during combat.

http://www.dmsguild.com/product/204687/THE-ARTIFICER-5e-Revised

There are also a lot of extras that you can use for your campaign, like new spells and potions.

Arimm
2017-12-08, 05:35 AM
While this artificer looks awesome and I would definitely like to use it in the future it won't work for me right now. My player wants to avoid as much magic as possible.

ImproperJustice
2017-12-08, 07:44 AM
I think the feedback given has been pretty solid.

Kudos for spending the time and effort to develop an alternative to an already complex class.

I would be curious to see your take on a more Alchemist focused character.

jojo
2017-12-08, 09:57 AM
My thoughts on what was admittedly a quick read-through:
1) Too much. It's a very lengthy class, and most of what's involved with it seem to require the artificer to not be with the rest of the group and/or forcing a lot of downtime on the rest of the group. If you're crafting all the time you're not adventuring...

...I think there's a good idea in here, one that I like a lot, but parts of it don't look like an adventurer to me, other parts look like they'd be an awesome fighter subclass if only it had the equipment proficiencies to handle it, and the rest of it is just too much.

I agree, when creating homebrew content less is more for three reasons:

1.) The more you write the more loopholes are opened up.
2.) The more time the player has to spend familiarizing themselves with the material the less likely they are to appreciate make use of it.
3.) The more difficult it becomes for folks fellow DMs and Players to help you tune your content. I had to paste your class into Word for a reference and after I knocked the font down to size 10 it still created an 11 page long document.

Some specific thoughts on the mechanics:

A.) Too many tool and skill proficiencies. You should probably condense this down to Tinkers and Artificers tools as the UA/PHB do. While there are more than three types of crafting tools in the PHB only two of them make sense for this sort of character. Why are artificers proficient with Thieves Tools? This is a bad idea, see point C.
B.) Research points, styles and hidden abilities or modifications should probably be rolled into "discoveries" or something similar, which replicate various magical item abilities from the DMG mechanically. For instance "Defender" you get a +1 bonus to AC when using the weapon!
C.) 1st level is way too early for Expertise especially when you throw thieves tools into the mix. Doing that means that effectively for the first three levels this character is inherently going to outshine another character.
D.) The Wondrous invention thing becomes superfluous if you include the "Discoveries" thing in the class and vice versa. Pick one or the other. When coupled with the way you've written research points however it's definitely OP.
E.) Blue-Printing is cheese bait. What are you going to do if the character decides to make blue-prints and sell them to other crafters for profit? Why does it matter how long it takes to craft an item in a situation where the player can just take 10?
F.) Transitive crafting... if you want this to be a non-magical class then giving it the ability to move magical enchantments around directly contradicts your goals.
G.) Styles, this entire section should be cut, ditto for Skills. It doesn't just affect your homebrew class but your whole campaign. On top of this some of the stuff in this section dramatically alters existing versions in the DMG/PHB. For instance "Adamantium Armor has +2" that's significantly more powerful than the adamantium armor featured in the DMG. The conclusion that leads me to is that the homebrew example is going to be way out of balance and thus OP compared to some things available to other players.

Those are just some considerations to think about, if I get more time in today I'll try and give feedback on the rest of the class.

Arimm
2017-12-08, 10:26 AM
Thanks jojo for the extensive feedback, I guess I wan't really considering how useful this material would be to other people that much and I mainly just made it for my own player. If people are interested I might redo the class, making it more concise and useful for more people but for now I think it will work for my campaign at least, if it starts to feel that my player is OP I will definitely cut the wondrous inventions.

Vykryl
2017-12-08, 02:30 PM
Think of thieves tools as locksmith"s tools in the hands of an artificer if your having a issues with the idea.